From c49f0b427a47e2424bb6d33c462c557da0fa55e6 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 08:01:14 -0500 Subject: [PATCH 01/36] remove reference to unused enum. --- api_v2/models/creature.py | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/api_v2/models/creature.py b/api_v2/models/creature.py index 41b869a5..303af122 100644 --- a/api_v2/models/creature.py +++ b/api_v2/models/creature.py @@ -5,7 +5,7 @@ from .abilities import Abilities from .abstracts import Object, HasDescription, HasName from .document import FromDocument -from .enums import CREATURE_MONSTER_TYPES, CREATURE_ATTACK_TYPES, DIE_TYPES, DAMAGE_TYPES, CREATURE_USES_TYPES +from .enums import CREATURE_ATTACK_TYPES, DIE_TYPES, DAMAGE_TYPES, CREATURE_USES_TYPES def damage_die_count_field(): From 9d44f5be22761e80aca1b74942b01bb94ad27d16 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 10:53:38 -0500 Subject: [PATCH 02/36] Model for size. --- api_v2/models/enums.py | 19 +------------------ api_v2/models/size.py | 24 ++++++++++++++++++++++++ 2 files changed, 25 insertions(+), 18 deletions(-) create mode 100644 api_v2/models/size.py diff --git a/api_v2/models/enums.py b/api_v2/models/enums.py index 2212581c..d45a048d 100644 --- a/api_v2/models/enums.py +++ b/api_v2/models/enums.py @@ -10,6 +10,7 @@ ] # List of damage types possible in 5e. +# Used by creature "damage_type" and "extra_damage_type", as well as spell "damage_types" DAMAGE_TYPES = [ ("ACID", "Acid"), ("BLUDGEONING", "Bludgeoning"), @@ -41,24 +42,6 @@ # Setting a reasonable maximum for HP. OBJECT_HIT_POINT_MAXIMUM = 10000 -# Types of monsters, and their name spelling. -CREATURE_MONSTER_TYPES = [ - ("ABERRATION", "Aberration"), - ("BEAST", "Beast"), - ("CELESTIAL", "Celestial"), - ("CONSTRUCT", "Construct"), - ("DRAGON", "Dragon"), - ("ELEMENTAL", "Elemental"), - ("FEY", "Fey"), - ("FIEND", "Fiend"), - ("GIANT", "Giant"), - ("HUMANOID", "Humanoid"), - ("MONSTROSITY", "Monstrosity"), - ("OOZE", "Ooze"), - ("PLANT", "Plant"), - ("UNDEAD", "Undead"), -] - # Type of creature attacks. CREATURE_ATTACK_TYPES = [ ("SPELL", "Spell"), diff --git a/api_v2/models/size.py b/api_v2/models/size.py new file mode 100644 index 00000000..009045f9 --- /dev/null +++ b/api_v2/models/size.py @@ -0,0 +1,24 @@ +from django.db import models +from django.core.validators import MinValueValidator + +from .abstracts import HasName + +class Size(HasName): + """ + This is the definition of the Size class. + + The Size class will be used by Objects (and all children classes). + Basically it describes the size. + """ + + rank = models.IntegerField( + unique=True, + help_text='Ranking of the size, smallest has the lowest values.' + ) + + space_diameter = models.DecimalField( + default=0, + max_digits=10, + decimal_places=3, + validators=[MinValueValidator(0)], + help_text='Number representing the diameter of the space controlled by the object.') From d8bbdfc6460dba29312b7aec08cb16720571bee8 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 11:59:37 -0500 Subject: [PATCH 03/36] Adding in models. --- api_v2/models/enums.py | 1 + api_v2/models/item.py | 9 ++++++++- api_v2/models/spell.py | 5 ++++- 3 files changed, 13 insertions(+), 2 deletions(-) diff --git a/api_v2/models/enums.py b/api_v2/models/enums.py index d45a048d..084c9e95 100644 --- a/api_v2/models/enums.py +++ b/api_v2/models/enums.py @@ -11,6 +11,7 @@ # List of damage types possible in 5e. # Used by creature "damage_type" and "extra_damage_type", as well as spell "damage_types" +# Replaced by the Damagetype model DAMAGE_TYPES = [ ("ACID", "Acid"), ("BLUDGEONING", "Bludgeoning"), diff --git a/api_v2/models/item.py b/api_v2/models/item.py index a39424af..1b46df62 100644 --- a/api_v2/models/item.py +++ b/api_v2/models/item.py @@ -11,9 +11,16 @@ from .document import FromDocument from .enums import ITEM_RARITY_CHOICES + +class ItemRarity(HasName): + """A class describing the rarity of items.""" + rank = models.IntegerField( + unique=True, + help_text='Ranking of the rarity, most common has the lowest values.') + + class ItemCategory(HasName, FromDocument): """A class describing categories of items.""" - pass class Item(Object, HasDescription, FromDocument): diff --git a/api_v2/models/spell.py b/api_v2/models/spell.py index 899ec775..1feee575 100644 --- a/api_v2/models/spell.py +++ b/api_v2/models/spell.py @@ -15,9 +15,12 @@ from .enums import SPELL_EFFECT_SHAPE_CHOICES, SPELL_EFFECT_DURATIONS from .enums import CASTING_OPTION_TYPES +class SpellSchool(HasName, HasDescription): + """The model for a spell school object.""" + + class Spell(HasName, HasDescription, FromDocument): """The model for a spell object.""" - version = 'default' # Casting options and requirements of a spell instance level = models.IntegerField( From 253ee7b7d0594ef30f15fdf831cd302a6b52abe6 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 12:00:27 -0500 Subject: [PATCH 04/36] Migrations for new models. --- .../migrations/0053_itemrarity_spellschool.py | 35 +++++++++++++++++++ 1 file changed, 35 insertions(+) create mode 100644 api_v2/migrations/0053_itemrarity_spellschool.py diff --git a/api_v2/migrations/0053_itemrarity_spellschool.py b/api_v2/migrations/0053_itemrarity_spellschool.py new file mode 100644 index 00000000..4ab0374f --- /dev/null +++ b/api_v2/migrations/0053_itemrarity_spellschool.py @@ -0,0 +1,35 @@ +# Generated by Django 3.2.20 on 2024-03-14 16:59 + +from django.db import migrations, models + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0052_merge_0033_auto_20240123_0222_0051_auto_20240301_2014'), + ] + + operations = [ + migrations.CreateModel( + name='ItemRarity', + fields=[ + ('id', models.BigAutoField(auto_created=True, primary_key=True, serialize=False, verbose_name='ID')), + ('name', models.CharField(help_text='Name of the item.', max_length=100)), + ('rank', models.IntegerField(help_text='Ranking of the rarity, most common has the lowest values.', unique=True)), + ], + options={ + 'abstract': False, + }, + ), + migrations.CreateModel( + name='SpellSchool', + fields=[ + ('id', models.BigAutoField(auto_created=True, primary_key=True, serialize=False, verbose_name='ID')), + ('name', models.CharField(help_text='Name of the item.', max_length=100)), + ('desc', models.TextField(help_text='Description of the game content item. Markdown.')), + ], + options={ + 'abstract': False, + }, + ), + ] From 9d5877bb63bc68993ce89ed6cd443004240bfce9 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 12:10:07 -0500 Subject: [PATCH 05/36] Exposing enums. --- api_v2/admin.py | 3 +++ api_v2/models/__init__.py | 4 ++++ api_v2/serializers/__init__.py | 1 + api_v2/serializers/item.py | 6 ++++++ api_v2/serializers/spell.py | 6 +++++- api_v2/views/item.py | 13 +++++++++++-- 6 files changed, 30 insertions(+), 3 deletions(-) diff --git a/api_v2/admin.py b/api_v2/admin.py index de50b1df..f8a52eea 100644 --- a/api_v2/admin.py +++ b/api_v2/admin.py @@ -66,7 +66,10 @@ class LanguageAdmin(admin.ModelAdmin): admin.site.register(Weapon, admin_class=FromDocumentModelAdmin) admin.site.register(Armor, admin_class=FromDocumentModelAdmin) +admin.site.register(Size) + admin.site.register(ItemCategory) +admin.site.register(ItemRarity) admin.site.register(Item, admin_class=ItemModelAdmin) admin.site.register(ItemSet, admin_class=FromDocumentModelAdmin) diff --git a/api_v2/models/__init__.py b/api_v2/models/__init__.py index 90953540..56c5839e 100644 --- a/api_v2/models/__init__.py +++ b/api_v2/models/__init__.py @@ -5,6 +5,7 @@ from .item import ItemCategory from .item import Item from .item import ItemSet +from .item import ItemRarity from .armor import Armor @@ -41,7 +42,10 @@ from .spell import Spell from .spell import CastingOption +from .spell import SpellSchool from .characterclass import FeatureItem from .characterclass import Feature from .characterclass import CharacterClass + +from .size import Size \ No newline at end of file diff --git a/api_v2/serializers/__init__.py b/api_v2/serializers/__init__.py index 768ed04f..d4f1ac33 100644 --- a/api_v2/serializers/__init__.py +++ b/api_v2/serializers/__init__.py @@ -3,6 +3,7 @@ from .item import ArmorSerializer from .item import WeaponSerializer from .item import ItemSerializer +from .item import ItemRaritySerializer from .item import ItemSetSerializer from .item import ItemCategorySerializer diff --git a/api_v2/serializers/item.py b/api_v2/serializers/item.py index dbd417c1..a2ba1e57 100644 --- a/api_v2/serializers/item.py +++ b/api_v2/serializers/item.py @@ -40,6 +40,12 @@ class Meta: model = models.Item fields = '__all__' +class ItemRaritySerializer(GameContentSerializer): + key=serializers.ReadOnlyField() + + class Meta: + model = models.ItemRarity + fields = '__all__' class ItemSetSerializer(GameContentSerializer): key = serializers.ReadOnlyField() diff --git a/api_v2/serializers/spell.py b/api_v2/serializers/spell.py index 844cb9ef..33551967 100644 --- a/api_v2/serializers/spell.py +++ b/api_v2/serializers/spell.py @@ -6,6 +6,11 @@ from .abstracts import GameContentSerializer +class SpellSchoolSerializer(serializers.ModelSerializer): + class Meta: + model = models.SpellSchool + fields='__all__' + class CastingOptionSerializer(serializers.ModelSerializer): # type=serializers.ReadOnlyField() @@ -20,7 +25,6 @@ class Meta: # fields = '__all__' - class SpellSerializer(GameContentSerializer): key = serializers.ReadOnlyField() slot_expended=serializers.ReadOnlyField() diff --git a/api_v2/views/item.py b/api_v2/views/item.py index a96344b8..108d4fa5 100644 --- a/api_v2/views/item.py +++ b/api_v2/views/item.py @@ -36,6 +36,17 @@ class ItemViewSet(viewsets.ReadOnlyModelViewSet): filterset_class = ItemFilterSet +class ItemRarityViewSet(viewsets.ReadOnlyModelViewSet): + """ + list: API endpoint for returning a list of item rarities. + + retrieve: API endpoint for returning a particular item rarity. + """ + queryset = models.ItemRarity.objects.all().order_by('pk') + serializer_class = serializers.ItemRaritySerializer + + + class ItemSetFilterSet(FilterSet): class Meta: @@ -68,8 +79,6 @@ class ItemCategoryViewSet(viewsets.ReadOnlyModelViewSet): serializer_class = serializers.ItemCategorySerializer - - class WeaponFilterSet(FilterSet): class Meta: From 6438142f8a1a0049814a90e67da33439a7f567cd Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 13:11:38 -0500 Subject: [PATCH 06/36] Adding in new models. --- api_v2/admin.py | 2 + .../0053_itemrarity_size_spellschool.py | 52 +++++++++++++++++++ .../migrations/0053_itemrarity_spellschool.py | 35 ------------- api_v2/models/item.py | 2 +- api_v2/models/size.py | 6 +-- api_v2/models/spell.py | 2 +- 6 files changed, 59 insertions(+), 40 deletions(-) create mode 100644 api_v2/migrations/0053_itemrarity_size_spellschool.py delete mode 100644 api_v2/migrations/0053_itemrarity_spellschool.py diff --git a/api_v2/admin.py b/api_v2/admin.py index f8a52eea..f07b0868 100644 --- a/api_v2/admin.py +++ b/api_v2/admin.py @@ -73,6 +73,8 @@ class LanguageAdmin(admin.ModelAdmin): admin.site.register(Item, admin_class=ItemModelAdmin) admin.site.register(ItemSet, admin_class=FromDocumentModelAdmin) +admin.site.register(SpellSchool) + admin.site.register(Race, admin_class=RaceAdmin) admin.site.register(Feat, admin_class=FeatAdmin) diff --git a/api_v2/migrations/0053_itemrarity_size_spellschool.py b/api_v2/migrations/0053_itemrarity_size_spellschool.py new file mode 100644 index 00000000..a03a364b --- /dev/null +++ b/api_v2/migrations/0053_itemrarity_size_spellschool.py @@ -0,0 +1,52 @@ +# Generated by Django 3.2.20 on 2024-03-14 18:02 + +import django.core.validators +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0052_merge_0033_auto_20240123_0222_0051_auto_20240301_2014'), + ] + + operations = [ + migrations.CreateModel( + name='SpellSchool', + fields=[ + ('name', models.CharField(help_text='Name of the item.', max_length=100)), + ('desc', models.TextField(help_text='Description of the game content item. Markdown.')), + ('key', models.CharField(help_text='Unique key for the Item.', max_length=100, primary_key=True, serialize=False)), + ('document', models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, to='api_v2.document')), + ], + options={ + 'abstract': False, + }, + ), + migrations.CreateModel( + name='Size', + fields=[ + ('name', models.CharField(help_text='Name of the item.', max_length=100)), + ('key', models.CharField(help_text='Unique key for the Item.', max_length=100, primary_key=True, serialize=False)), + ('rank', models.IntegerField(help_text='Ranking of the size, smallest has the lowest values.', unique=True)), + ('space_diameter', models.DecimalField(decimal_places=3, default=0, help_text='Number representing the diameter of the space controlled by the object.', max_digits=10, validators=[django.core.validators.MinValueValidator(0)])), + ('document', models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, to='api_v2.document')), + ], + options={ + 'abstract': False, + }, + ), + migrations.CreateModel( + name='ItemRarity', + fields=[ + ('name', models.CharField(help_text='Name of the item.', max_length=100)), + ('key', models.CharField(help_text='Unique key for the Item.', max_length=100, primary_key=True, serialize=False)), + ('rank', models.IntegerField(help_text='Ranking of the rarity, most common has the lowest values.', unique=True)), + ('document', models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, to='api_v2.document')), + ], + options={ + 'abstract': False, + }, + ), + ] diff --git a/api_v2/migrations/0053_itemrarity_spellschool.py b/api_v2/migrations/0053_itemrarity_spellschool.py deleted file mode 100644 index 4ab0374f..00000000 --- a/api_v2/migrations/0053_itemrarity_spellschool.py +++ /dev/null @@ -1,35 +0,0 @@ -# Generated by Django 3.2.20 on 2024-03-14 16:59 - -from django.db import migrations, models - - -class Migration(migrations.Migration): - - dependencies = [ - ('api_v2', '0052_merge_0033_auto_20240123_0222_0051_auto_20240301_2014'), - ] - - operations = [ - migrations.CreateModel( - name='ItemRarity', - fields=[ - ('id', models.BigAutoField(auto_created=True, primary_key=True, serialize=False, verbose_name='ID')), - ('name', models.CharField(help_text='Name of the item.', max_length=100)), - ('rank', models.IntegerField(help_text='Ranking of the rarity, most common has the lowest values.', unique=True)), - ], - options={ - 'abstract': False, - }, - ), - migrations.CreateModel( - name='SpellSchool', - fields=[ - ('id', models.BigAutoField(auto_created=True, primary_key=True, serialize=False, verbose_name='ID')), - ('name', models.CharField(help_text='Name of the item.', max_length=100)), - ('desc', models.TextField(help_text='Description of the game content item. Markdown.')), - ], - options={ - 'abstract': False, - }, - ), - ] diff --git a/api_v2/models/item.py b/api_v2/models/item.py index 1b46df62..e543266c 100644 --- a/api_v2/models/item.py +++ b/api_v2/models/item.py @@ -12,7 +12,7 @@ from .enums import ITEM_RARITY_CHOICES -class ItemRarity(HasName): +class ItemRarity(HasName, FromDocument): """A class describing the rarity of items.""" rank = models.IntegerField( unique=True, diff --git a/api_v2/models/size.py b/api_v2/models/size.py index 009045f9..b5e95fd4 100644 --- a/api_v2/models/size.py +++ b/api_v2/models/size.py @@ -2,8 +2,9 @@ from django.core.validators import MinValueValidator from .abstracts import HasName +from .document import FromDocument -class Size(HasName): +class Size(HasName, FromDocument): """ This is the definition of the Size class. @@ -13,8 +14,7 @@ class Size(HasName): rank = models.IntegerField( unique=True, - help_text='Ranking of the size, smallest has the lowest values.' - ) + help_text='Ranking of the size, smallest has the lowest values.') space_diameter = models.DecimalField( default=0, diff --git a/api_v2/models/spell.py b/api_v2/models/spell.py index 1feee575..7406dbe3 100644 --- a/api_v2/models/spell.py +++ b/api_v2/models/spell.py @@ -15,7 +15,7 @@ from .enums import SPELL_EFFECT_SHAPE_CHOICES, SPELL_EFFECT_DURATIONS from .enums import CASTING_OPTION_TYPES -class SpellSchool(HasName, HasDescription): +class SpellSchool(HasName, HasDescription, FromDocument): """The model for a spell school object.""" From 283960162fa4c2d9bf09807fed91a8af30e0e40c Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 13:29:03 -0500 Subject: [PATCH 07/36] Adding canonical values. --- .../wizards-of-the-coast/srd/ItemRarity.json | 56 ++++++++++++++ data/v2/wizards-of-the-coast/srd/Size.json | 62 ++++++++++++++++ .../wizards-of-the-coast/srd/SpellSchool.json | 74 +++++++++++++++++++ 3 files changed, 192 insertions(+) create mode 100644 data/v2/wizards-of-the-coast/srd/ItemRarity.json create mode 100644 data/v2/wizards-of-the-coast/srd/Size.json create mode 100644 data/v2/wizards-of-the-coast/srd/SpellSchool.json diff --git a/data/v2/wizards-of-the-coast/srd/ItemRarity.json b/data/v2/wizards-of-the-coast/srd/ItemRarity.json new file mode 100644 index 00000000..4d842b05 --- /dev/null +++ b/data/v2/wizards-of-the-coast/srd/ItemRarity.json @@ -0,0 +1,56 @@ +[ +{ + "model": "api_v2.itemrarity", + "pk": "artifact", + "fields": { + "name": "Artifact", + "document": "srd", + "rank": 6 + } +}, +{ + "model": "api_v2.itemrarity", + "pk": "common", + "fields": { + "name": "Common", + "document": "srd", + "rank": 1 + } +}, +{ + "model": "api_v2.itemrarity", + "pk": "legendary", + "fields": { + "name": "Legendary", + "document": "srd", + "rank": 5 + } +}, +{ + "model": "api_v2.itemrarity", + "pk": "rare", + "fields": { + "name": "Rare", + "document": "srd", + "rank": 3 + } +}, +{ + "model": "api_v2.itemrarity", + "pk": "uncommon", + "fields": { + "name": "Uncommon", + "document": "srd", + "rank": 2 + } +}, +{ + "model": "api_v2.itemrarity", + "pk": "very-rare", + "fields": { + "name": "Very Rare", + "document": "srd", + "rank": 4 + } +} +] diff --git a/data/v2/wizards-of-the-coast/srd/Size.json b/data/v2/wizards-of-the-coast/srd/Size.json new file mode 100644 index 00000000..0a47f8fb --- /dev/null +++ b/data/v2/wizards-of-the-coast/srd/Size.json @@ -0,0 +1,62 @@ +[ +{ + "model": "api_v2.size", + "pk": "gargantuan", + "fields": { + "name": "Gargantuan", + "document": "srd", + "rank": 6, + "space_diameter": "20.000" + } +}, +{ + "model": "api_v2.size", + "pk": "huge", + "fields": { + "name": "Huge", + "document": "srd", + "rank": 5, + "space_diameter": "15.000" + } +}, +{ + "model": "api_v2.size", + "pk": "large", + "fields": { + "name": "Large", + "document": "srd", + "rank": 4, + "space_diameter": "10.000" + } +}, +{ + "model": "api_v2.size", + "pk": "medium", + "fields": { + "name": "Medium", + "document": "srd", + "rank": 3, + "space_diameter": "5.000" + } +}, +{ + "model": "api_v2.size", + "pk": "small", + "fields": { + "name": "Small", + "document": "srd", + "rank": 2, + "space_diameter": "5.000" + } +}, +{ + "model": "api_v2.size", + "pk": "tiny", + "fields": { + "name": "Tiny", + "document": "srd", + "rank": 1, + "space_diameter": "2.500" + } +} +] diff --git a/data/v2/wizards-of-the-coast/srd/SpellSchool.json b/data/v2/wizards-of-the-coast/srd/SpellSchool.json new file mode 100644 index 00000000..69ed0ea1 --- /dev/null +++ b/data/v2/wizards-of-the-coast/srd/SpellSchool.json @@ -0,0 +1,74 @@ +[ +{ + "model": "api_v2.spellschool", + "pk": "abjuration", + "fields": { + "name": "Abjuration", + "desc": "**Abjuration** spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.", + "document": "srd" + } +}, +{ + "model": "api_v2.spellschool", + "pk": "conjuration", + "fields": { + "name": "Conjuration", + "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.", + "document": "srd" + } +}, +{ + "model": "api_v2.spellschool", + "pk": "divination", + "fields": { + "name": "Divination", + "desc": "**Divination** spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.", + "document": "srd" + } +}, +{ + "model": "api_v2.spellschool", + "pk": "enchantment", + "fields": { + "name": "Enchantment", + "desc": "**Enchantment** spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.", + "document": "srd" + } +}, +{ + "model": "api_v2.spellschool", + "pk": "evocation", + "fields": { + "name": "Evocation", + "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.", + "document": "srd" + } +}, +{ + "model": "api_v2.spellschool", + "pk": "illusion", + "fields": { + "name": "Illusion", + "desc": "**Illusion** spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.", + "document": "srd" + } +}, +{ + "model": "api_v2.spellschool", + "pk": "necromancy", + "fields": { + "name": "Necromancy", + "desc": "**Necromancy** spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.\r\nCreating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently.", + "document": "srd" + } +}, +{ + "model": "api_v2.spellschool", + "pk": "transmutation", + "fields": { + "name": "Transmutation", + "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.", + "document": "srd" + } +} +] From f995e158e63adae42442df9f0177f78e82ff21ad Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 14:12:49 -0500 Subject: [PATCH 08/36] Size remapping. --- api_v2/migrations/0054_auto_20240314_1911.py | 23 + api_v2/models/abstracts.py | 2 +- api_v2/serializers/creature.py | 2 +- api_v2/views/creature.py | 2 +- data/v2/kobold-press/vault-of-magic/Item.json | 2126 ++++++++--------- .../v2/wizards-of-the-coast/srd/Creature.json | 420 ++-- data/v2/wizards-of-the-coast/srd/Item.json | 1462 ++++++------ scripts/data_manipulation/remapsize.py | 8 + 8 files changed, 2038 insertions(+), 2007 deletions(-) create mode 100644 api_v2/migrations/0054_auto_20240314_1911.py create mode 100644 scripts/data_manipulation/remapsize.py diff --git a/api_v2/migrations/0054_auto_20240314_1911.py b/api_v2/migrations/0054_auto_20240314_1911.py new file mode 100644 index 00000000..c6340179 --- /dev/null +++ b/api_v2/migrations/0054_auto_20240314_1911.py @@ -0,0 +1,23 @@ +# Generated by Django 3.2.20 on 2024-03-14 19:11 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0053_itemrarity_size_spellschool'), + ] + + operations = [ + migrations.RenameField( + model_name='creature', + old_name='size', + new_name='size_integer', + ), + migrations.RenameField( + model_name='item', + old_name='size', + new_name='size_integer', + ), + ] diff --git a/api_v2/models/abstracts.py b/api_v2/models/abstracts.py index 289fa4b1..3c07d089 100644 --- a/api_v2/models/abstracts.py +++ b/api_v2/models/abstracts.py @@ -55,7 +55,7 @@ class Object(HasName): Basically it describes any sort of matter in the 5e world. """ - size = models.IntegerField( + size_integer = models.IntegerField( default=1, null=False, # Allow an unspecified size. choices=OBJECT_SIZE_CHOICES, diff --git a/api_v2/serializers/creature.py b/api_v2/serializers/creature.py index 3ef8ea07..a28ad929 100644 --- a/api_v2/serializers/creature.py +++ b/api_v2/serializers/creature.py @@ -112,7 +112,7 @@ class Meta: 'key', 'name', 'category', - 'size', + 'size_integer', 'type', 'alignment', 'weight', diff --git a/api_v2/views/creature.py b/api_v2/views/creature.py index dc5146da..efe4aa0f 100644 --- a/api_v2/views/creature.py +++ b/api_v2/views/creature.py @@ -14,7 +14,7 @@ class Meta: 'key': ['in', 'iexact', 'exact' ], 'name': ['iexact', 'exact'], 'document__key': ['in','iexact','exact'], - 'size': ['exact'], + 'size_integer': ['exact'], 'armor_class': ['exact','lt','lte','gt','gte'], 'ability_score_strength': ['exact','lt','lte','gt','gte'], 'ability_score_dexterity': ['exact','lt','lte','gt','gte'], diff --git a/data/v2/kobold-press/vault-of-magic/Item.json b/data/v2/kobold-press/vault-of-magic/Item.json index 6ee847f9..90108225 100644 --- a/data/v2/kobold-press/vault-of-magic/Item.json +++ b/data/v2/kobold-press/vault-of-magic/Item.json @@ -5,7 +5,7 @@ "fields": { "name": "Aberrant Agreement", "desc": "This long scroll bears strange runes and seals of eldritch powers. When you use an action to present this scroll to an aberration whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the aberration, negotiating a service from it in exchange for a reward. The aberration is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the aberration, the truce is broken, and the creature can act normally. If the aberration refuses the offer, it is free to take any actions it wishes. Should you and the aberration reach an agreement that is satisfactory to both parties, you must sign the agreement and have the aberration do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the aberration to the agreement until its service is rendered and the reward paid, at which point the scroll blackens and crumbles to dust. An aberration's thinking is alien to most humanoids, and vaguely worded contracts may result in unintended consequences, as the creature may have different thoughts as to how to best meet the goal. If either party breaks the bargain, that creature immediately takes 10d6 psychic damage, and the charter is destroyed, ending the contract.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -24,7 +24,7 @@ "fields": { "name": "Accursed Idol", "desc": "Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits:\n- You can speak, read, and write Deep Speech.\n- You can use an action to speak the idol's command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don't suffer the effects of the idol's Otherworldly Whispers property at the next dusk. Once used, this property of the idol can't be used again until the next dusk.\n- You can use an action to cast the augury spell from the idol. The idol can't be used this way again until the next dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -43,7 +43,7 @@ "fields": { "name": "Adamantine Spearbiter", "desc": "The front of this shield is fashioned in the shape of a snarling wolf ’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -62,7 +62,7 @@ "fields": { "name": "Agile Breastplate", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -81,7 +81,7 @@ "fields": { "name": "Agile Chain Mail", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -100,7 +100,7 @@ "fields": { "name": "Agile Chain Shirt", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -119,7 +119,7 @@ "fields": { "name": "Agile Half Plate", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -138,7 +138,7 @@ "fields": { "name": "Agile Hide", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -157,7 +157,7 @@ "fields": { "name": "Agile Plate", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -176,7 +176,7 @@ "fields": { "name": "Agile Ring Mail", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -195,7 +195,7 @@ "fields": { "name": "Agile Scale Mail", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -214,7 +214,7 @@ "fields": { "name": "Agile Splint", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -233,7 +233,7 @@ "fields": { "name": "Air Seed", "desc": "This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together. You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -252,7 +252,7 @@ "fields": { "name": "Akaasit Blade", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated Akaasit (see Tome of Beasts 2). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can't be activated again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -271,7 +271,7 @@ "fields": { "name": "Alabaster Salt Shaker", "desc": "This shaker is carved from purest alabaster in the shape of an owl. It is 7 inches tall and contains enough salt to flavor 25 meals. When the shaker is empty, it can't be refilled, and it becomes nonmagical. When you or another creature eat a meal salted by this shaker, you don't need to eat again for 48 hours, at which point the magic wears off. If you don't eat within 1 hour of the magic wearing off, you gain one level of exhaustion. You continue gaining one level of exhaustion for each additional hour you don't eat.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -290,7 +290,7 @@ "fields": { "name": "Alchemical Lantern", "desc": "This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern's bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -309,7 +309,7 @@ "fields": { "name": "Alembic of Unmaking", "desc": "This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won't physically fit into the alembic (anything larger than a shortsword or a cloak) can't be dissolved in this way. Full dissolution and distillation of an item's magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -328,7 +328,7 @@ "fields": { "name": "Almanac of Common Wisdom", "desc": "The dog-eared pages of this thick, weathered tome contain useful advice, facts, and statistical information on a wide range of topics. The topics change to match information relevant to the area where it is currently located. If you spend a short rest consulting the almanac, you treat your proficiency bonus as 1 higher when making any Intelligence, Wisdom, or Charisma skill checks to discover, recall, or cite information about local events, locations, or creatures for the next 4 hours. For example, this almanac's magic can help you recall and find the location of a city's oldest tavern, but its magic won't help you notice a thug hiding in an alley near the tavern.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -347,7 +347,7 @@ "fields": { "name": "Amulet of Memory", "desc": "Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later. While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory. If you die while wearing the amulet, it preserves you. Your body is affected by the gentle repose spell until the amulet is removed or until you are restored to life. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death. Attuning to an amulet of memory removes any prior memories stored in it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -366,7 +366,7 @@ "fields": { "name": "Amulet of Sustaining Health", "desc": "While wearing this amulet, you need to eat and drink only once every 7 days. In addition, you have advantage on saving throws against effects that would cause you to suffer a level of exhaustion.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -385,7 +385,7 @@ "fields": { "name": "Amulet of the Oracle", "desc": "When you finish a long rest while wearing this amulet, you can choose one cantrip from the cleric spell list. You can cast that cantrip from the amulet at will, using Wisdom as your spellcasting ability for it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -404,7 +404,7 @@ "fields": { "name": "Amulet of Whirlwinds", "desc": "This amulet is strung on a brass necklace and holds a piece of djinn magic. The amulet has 9 charges. You can use an action to expend 1 of its charges to create a whirlwind on a point you can see within 60 feet of you. The whirlwind is a 5-foot-radius, 30-foot-tall cylinder of swirling air that lasts as long as you maintain concentration (as if concentrating on a spell). Any creature other than you that enters the whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it. A creature within 5 feet of the whirlwind can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlwind. When all of the amulet's charges are expended, the amulet becomes a nonmagical piece of jewelry worth 50 gp.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -423,7 +423,7 @@ "fields": { "name": "Anchor of Striking", "desc": "This small rusty iron anchor feels sturdy in spite of its appearance. You gain a +1 bonus to attack and damage rolls made with this magic war pick. When you roll a 20 on an attack roll made with this weapon, the target is wrapped in ethereal golden chains that extend from the bottom of the anchor. As an action, the chained target can make a DC 15 Strength or Dexterity check, freeing itself from the chains on a success. Alternatively, you can use a bonus action to command the chains to disappear, freeing the target. The chains are constructed of magical force and can't be damaged, though they can be destroyed with a disintegrate spell. While the target is wrapped in these chains, you and the target can't move further than 50 feet from each other.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -442,7 +442,7 @@ "fields": { "name": "Angelic Earrings", "desc": "These earrings feature platinum loops from which hang bronzed claws from a Chamrosh (see Tome of Beasts 2), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -461,7 +461,7 @@ "fields": { "name": "Angry Hornet", "desc": "This black ammunition has yellow fletching or yellow paint. When you fire this magic ammunition, it makes an angry buzzing sound, and it multiplies in flight. As it flies, 2d4 identical pieces of ammunition magically appear around it, all speeding toward your target. Roll separate attack rolls for each additional arrow or bullet. Duplicate ammunition disappears after missing or after dealing its damage. If the angry hornet and all its duplicates miss, the angry hornet remains magical and can be fired again, otherwise it is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -480,7 +480,7 @@ "fields": { "name": "Animated Abacus", "desc": "If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -499,7 +499,7 @@ "fields": { "name": "Animated Chain Mail", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you can use an action to cause parts of the armor to unravel into long, animated chains. While the chains are active, you have a climbing speed equal to your walking speed, and your AC is reduced by 2. You can use a bonus action to deactivate the chains, returning the armor to normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -518,7 +518,7 @@ "fields": { "name": "Ankh of Aten", "desc": "This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes a5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -537,7 +537,7 @@ "fields": { "name": "Anointing Mace", "desc": "Also called an anointing gada, you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the ornately decorated head of the mace holds a reservoir perforated with small holes. As an action, you can fill the reservoir with a single potion or vial of liquid, such as holy water or alchemist's fire. You can press a button on the haft of the weapon as a bonus action, which opens the holes. If you hit a target with the weapon while the holes are open, the weapon deals damage as normal and the target suffers the effects of the liquid. For example,\nan anointing mace filled with holy water deals an extra 2d6 radiant damage if it hits a fiend or undead. After you press the button and make an attack roll, the liquid is expended, regardless if your attack hits.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -556,7 +556,7 @@ "fields": { "name": "Apron of the Eager Artisan", "desc": "Created by dwarven artisans, this leather apron has narrow pockets, which hold one type of artisan's tools. If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task. Once you have changed the tools available, you can't change them again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -575,7 +575,7 @@ "fields": { "name": "Arcanaphage Stone", "desc": "Similar to the rocks found in a bird's gizzard, this smooth stone helps an Arcanaphage (see Creature Codex) digest magic. While you hold or wear the stone, you have advantage on saving throws against spells.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -594,7 +594,7 @@ "fields": { "name": "Armor of Cushioning", "desc": "While wearing this armor, you have resistance to bludgeoning damage. In addition, you can use a reaction when you fall to reduce any falling damage you take by an amount equal to twice your level.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -613,7 +613,7 @@ "fields": { "name": "Armor of the Ngobou", "desc": "This thick and rough armor is made from the hide of a Ngobou (see Tome of Beasts), an aggressive, ox-sized dinosaur known to threaten elephants of the plains. The horns and tusks of the dinosaur are worked into the armor as spiked shoulder pads. While wearing this armor, you gain a +1 bonus to AC, and you have a magical sense for elephants. You automatically detect if an elephant has passed within 90 feet of your location within the last 24 hours, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find elephants.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -632,7 +632,7 @@ "fields": { "name": "Arrow of Grabbing", "desc": "This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed on a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh. A creature grabbed by this arrow can't move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success. As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to repeat the saving throw. If the creature fails, it moves up to 10 feet closer to you. If it succeeds, it takes 4d6 piercing damage and the arrow is dislodged.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -651,7 +651,7 @@ "fields": { "name": "Arrow of Unpleasant Herbs", "desc": "This arrow's tip is filled with magically preserved, poisonous herbs. When a creature takes damage from the arrow, the arrowhead breaks, releasing the herbs. The creature must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn as it retches and reels from the poison.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -670,7 +670,7 @@ "fields": { "name": "Ash of the Ebon Birch", "desc": "This salve is created by burning bark from a rare ebon birch tree then mixing that ash with oil and animal blood to create a cerise pigment used to paint yourself or another creature with profane protections. Painting the pigment on a creature takes 1 minute, and you can choose to paint a specific sigil or smear the pigment on a specific part of the creature's body.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -689,7 +689,7 @@ "fields": { "name": "Ashes of the Fallen", "desc": "Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use. You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don't cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster's prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -708,7 +708,7 @@ "fields": { "name": "Ashwood Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand's charges during the casting, the spell deals 1d4 + 1 extra fire damage instead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -727,7 +727,7 @@ "fields": { "name": "Asp's Kiss", "desc": "This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can't be used this way again until the next dawn. When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -746,7 +746,7 @@ "fields": { "name": "Aurochs Bracers", "desc": "These bracers have the graven image of a bull's head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -765,7 +765,7 @@ "fields": { "name": "Baba Yaga's Cinderskull", "desc": "Warm to the touch, this white, dry skull radiates dim, orange light from its eye sockets in a 30-foot radius. While attuned to the skull, you only require half of the daily food and water a creature of your size and type normally requires. In addition, you can withstand extreme temperatures indefinitely, and you automatically succeed on saving throws against extreme temperatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -784,7 +784,7 @@ "fields": { "name": "Badger Hide", "desc": "While wearing this hairy, black and white armor, you have a burrowing speed of 20 feet, and you have advantage on Wisdom (Perception) checks that rely on smell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -803,7 +803,7 @@ "fields": { "name": "Bag of Bramble Beasts", "desc": "This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a 1d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can't be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag's magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a wish. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the find familiar spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag. | 1d8 | Creature |\n| --- | ------------ |\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger | Only a beast can become a bramble creature. It retains all its statistics except as noted below.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -822,7 +822,7 @@ "fields": { "name": "Bag of Traps", "desc": "Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -841,7 +841,7 @@ "fields": { "name": "Bagpipes of Battle", "desc": "Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might! You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally. A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the bagpipes can't be used in this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -860,7 +860,7 @@ "fields": { "name": "Baleful Wardrums", "desc": "You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -879,7 +879,7 @@ "fields": { "name": "Band of Iron Thorns", "desc": "This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -898,7 +898,7 @@ "fields": { "name": "Band of Restraint", "desc": "These simple leather straps are nearly unbreakable when used as restraints. If you spend 1 minute tying a Small or Medium creature's limbs with these straps, the creature is restrained (escape DC 17) until it escapes or until you speak a command word to release the straps. While restrained by these straps, the target has disadvantage on Strength checks.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -917,7 +917,7 @@ "fields": { "name": "Bandana of Brachiation", "desc": "While wearing this bright yellow bandana, you have a climbing speed of 30 feet, and you gain a +5 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks to jump over obstacles, to land on your feet, and to land safely on a breakable or unstable surface, such as a tree branch or rotting wooden rafters.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -936,7 +936,7 @@ "fields": { "name": "Bandana of Bravado", "desc": "While wearing this bright red bandana, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -955,7 +955,7 @@ "fields": { "name": "Banner of the Fortunate", "desc": "While holding this banner aloft with one hand, you can use an action to inspire creatures nearby. Each creature of your choice within 60 feet of you that can see the banner has advantage on its next attack roll. The banner can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -974,7 +974,7 @@ "fields": { "name": "Battle Standard of Passage", "desc": "This battle standard hangs from a 4-foot-long pole and bears the colors and heraldry of a long-forgotten nation. You can use an action to plant the pole in the ground, causing the standard to whip and wave as if in a breeze. Choose up to six creatures within 30 feet of the standard, which can include yourself. Nonmagical difficult terrain costs the creatures you chose no extra movement. In addition, each creature you chose can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. The standard stops waving and the effect ends after 10 minutes, or when a creature uses an action to pull the pole from the ground. The standard can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -993,7 +993,7 @@ "fields": { "name": "Bead of Exsanguination", "desc": "This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points. You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it. If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20-foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1012,7 +1012,7 @@ "fields": { "name": "Bear Paws", "desc": "These hand wraps are made of flexible beeswax that ooze sticky honey. While wearing these gloves, you have advantage on grapple checks. In addition, creatures grappled by you have disadvantage on any checks made to escape your grapple.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1031,7 +1031,7 @@ "fields": { "name": "Bed of Spikes", "desc": "This wide, wooden plank holds hundreds of two-inch long needle-like spikes. When you finish a long rest on the bed, you have resistance to piercing damage and advantage on Constitution saving throws to maintain your concentration on spells you cast for 8 hours or until you finish a short or long rest. Once used, the bed can't be used again until the next dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1050,7 +1050,7 @@ "fields": { "name": "Belt of the Wilds", "desc": "This thin cord is made from animal sinew. While wearing the cord, you have advantage on Wisdom (Survival) checks to follow tracks left by beasts, giants, and humanoids. While wearing the belt, you can use a bonus action to speak the belt's command word. If you do, you leave tracks of the animal of your choice instead of your regular tracks. These tracks can be those of a Large or smaller beast with a CR of 1 or lower, such as a pony, rabbit, or lion. If you repeat the command word, you end the effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1069,7 +1069,7 @@ "fields": { "name": "Berserker's Kilt (Bear)", "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1088,7 +1088,7 @@ "fields": { "name": "Berserker's Kilt (Elk)", "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1107,7 +1107,7 @@ "fields": { "name": "Berserker's Kilt (Wolf)", "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1126,7 +1126,7 @@ "fields": { "name": "Big Dipper", "desc": "This wooden rod is topped with a ridged ball. The rod has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the rod's last charge, roll a d20. On a 1, the rod melts into a pool of nonmagical honey and is destroyed. Anytime you expend 1 or more charges for this rod's properties, the ridged ball flows with delicious, nonmagical honey for 1 minute.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1145,7 +1145,7 @@ "fields": { "name": "Binding Oath", "desc": "This lengthy scroll is the testimony of a pious individual's adherence to their faith. The author has emphatically rewritten these claims many times, and its two slim, metal rollers are wrapped in yards of parchment. When you attune to the item, you rewrite certain passages to align with your own religious views. You can use an action to throw the scroll at a Huge or smaller creature you can see within 30 feet of you. Make a ranged attack roll. On a hit, the scroll unfurls and wraps around the creature. The target is restrained until you take a bonus action to command the scroll to release the creature. If you command it to release the creature or if you miss with the attack, the scroll curls back into a rolled-up scroll. If the restrained target's alignment is the opposite of yours along the law/chaos or good/evil axis, you can use a bonus action to cause the writing to blaze with light, dealing 2d6 radiant damage to the target. A creature, including the restrained target, can use an action to make a DC 17 Strength check to tear apart the scroll. On a success, the scroll is destroyed. Such an attempt causes the writing to blaze with light, dealing 2d6 radiant damage to both the creature making the attempt and the restrained target, whether or not the attempt is successful. Alternatively, the restrained creature can use an action to make a DC 17 Dexterity check to slip free of the scroll. This action also triggers the damage effect, but it doesn't destroy the scroll. Once used, the scroll can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1164,7 +1164,7 @@ "fields": { "name": "Bituminous Orb", "desc": "A tarlike substance leaks continually from this orb, which radiates a cloying darkness and emanates an unnatural chill. While attuned to the orb, you have darkvision out to a range of 60 feet. In addition, you have immunity to necrotic damage, and you have advantage on saving throws against spells and effects that deal radiant damage. This orb has 6 charges and regains 1d6 daily at dawn. You can expend 1 charge as an action to lob some of the orb's viscous darkness at a creature you can see within 60 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the creature is blinded and takes 2d8 necrotic damage at the start of each of its turns, and you can use a bonus action to move the grappled creature up to 20 feet in any direction. You can't move the creature more than 60 feet away from the orb. Alternatively, you can use an action to expend 2 charges and crush the grappled creature. The creature must make a DC 15 Constitution saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the grapple at any time (no action required). The orb's power can grapple only one creature at a time.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1183,7 +1183,7 @@ "fields": { "name": "Black and White Daggers", "desc": "These matched daggers are identical except for the stones set in their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). You gain a +1 bonus to attack and damage rolls with both magic weapons. The bonus increases to +3 when you use the white dagger to attack a monstrosity, and it increases to +3 when you use the black dagger to attack an undead. When you hit a monstrosity or undead with both daggers in the same turn, that creature takes an extra 1d6 piercing damage from the second attack.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1202,7 +1202,7 @@ "fields": { "name": "Black Dragon Oil", "desc": "The viscous green-black oil within this magical ceramic pot bubbles slightly. The pot's stone stopper is sealed with greasy, dark wax. The pot contains 5 ounces of pure black dragon essence, obtained by slowly boiling the dragon in its own acidic secretions. You can use an action to apply 1 ounce of the oil to a weapon or single piece of ammunition. The next attack made with that weapon or ammunition deals an extra 2d8 acid damage to the target. A creature that takes the acid damage must succeed on a DC 15 Constitution saving throw at the start of its next turn or be burned for an extra 2d8 acid damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1221,7 +1221,7 @@ "fields": { "name": "Black Honey Buckle", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1240,7 +1240,7 @@ "fields": { "name": "Black Phial", "desc": "This black stone phial has a tightly fitting stopper and 3 charges. As an action, you can fill the phial with blood taken from a living, or recently deceased (dead no longer than 1 minute), humanoid and expend 1 charge. When you do so, the black phial transforms the blood into a potion of greater healing. A creature who drinks this potion must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. The phial regains 1d3 expended charges daily at midnight. If you expend the phial's last charge, roll a d20: 1d20. On a 1, the phial crumbles into dust and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1259,7 +1259,7 @@ "fields": { "name": "Blackguard's Dagger", "desc": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1278,7 +1278,7 @@ "fields": { "name": "Blackguard's Handaxe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell's effects active at a time when you cast it in this way.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1297,7 +1297,7 @@ "fields": { "name": "Blackguard's Shortsword", "desc": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1316,7 +1316,7 @@ "fields": { "name": "Blacktooth", "desc": "This black ivory, rune-carved wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it, using an attack bonus of +7. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1335,7 +1335,7 @@ "fields": { "name": "Blade of Petals", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. This brightly-colored shortsword is kept in a wooden scabbard with eternally blooming flowers. The blade is made of dull green steel, and its pommel is fashioned from hard rosewood. As a bonus action, you can conjure a flowery mist which fills a 20-foot area around you with pleasant-smelling perfume. The scent dissipates after 1 minute. A creature damaged by the blade must succeed on a DC 15 Charisma saving throw or be charmed by you until the end of its next turn. A creature can't be charmed this way more than once every 24 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1354,7 +1354,7 @@ "fields": { "name": "Blade of the Dervish", "desc": "This magic scimitar is empowered by your movements. For every 10 feet you move before making an attack, you gain a +1 bonus to the attack and damage rolls of that attack, and the scimitar deals an extra 1d6 slashing damage if the attack hits (maximum of +3 and 3d6). In addition, if you use the Dash action and move within 5 feet of a creature, you can attack that creature as a bonus action. On a hit, the target takes an extra 2d6 slashing damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1373,7 +1373,7 @@ "fields": { "name": "Blade of the Temple Guardian", "desc": "This simple but elegant shortsword is a magic weapon. When you are wielding it and use the Flurry of Blows class feature, you can make your bonus attacks with the sword rather than unarmed strikes. If you deal damage to a creature with this weapon and reduce it to 0 hit points, you absorb some of its energy, regaining 1 expended ki point.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1392,7 +1392,7 @@ "fields": { "name": "Blasphemous Writ", "desc": "The Infernal runes inscribed upon this vellum scroll radiate a faint, crimson glow. When you use this spell scroll of command, the save DC is 15 instead of 13, and you can also affect targets that are undead or that don't understand your language.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1411,7 +1411,7 @@ "fields": { "name": "Blessed Pauper's Purse", "desc": "This worn cloth purse appears empty, even when opened, yet seems to always have enough copper pieces in it to make any purchase of urgent necessity when you dig inside. The purse produces enough copper pieces to provide for a poor lifestyle. In addition, if anyone asks you for charity, you can always open the purse to find 1 or 2 cp available to give away. These coins appear only if you truly intend to gift them to one who asks.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1430,7 +1430,7 @@ "fields": { "name": "Blinding Lantern", "desc": "This ornate brass lantern comes fitted with heavily inscribed plates shielding the cut crystal lens. With a flick of a lever, as an action, the plates rise and unleash a dazzling array of lights at a single target within 30 feet. You must use two hands to direct the lights precisely into the eyes of a foe. The target must succeed on a DC 11 Wisdom saving throw or be blinded until the end of its next turn. A creature blinded by the lantern is immune to its effects for 1 minute afterward. This property can't be used in a brightly lit area. By opening the shutter on the opposite side, the device functions as a normal bullseye lantern, yet illuminates magically, requiring no fuel and giving off no heat.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1449,7 +1449,7 @@ "fields": { "name": "Blood Mark", "desc": "Used as a form of currency between undead lords and the humanoids of their lands, this coin resembles a gold ring with a single hole in the center. It holds 1 charge, visible as a red glow in the center of the coin. While holding the coin, you can use an action to expend 1 charge and regain 1d3 hit points. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This reduction lasts until the creature finishes a long rest. It dies if this reduces its hit point maximum to 0. You can expend the charges in up to 5 blood marks as part of the same action. To replenish an expended charge in a blood mark, a humanoid must pledge a pint of their blood in a 10-minute ritual that involves letting a drop of their blood fall through the center of the coin. The drop disappears in the process and the center fills with a red glow. There is no limit to how much blood a humanoid may pledge, but each coin can hold only 1 charge. To pledge more, the humanoid must perform the ritual on another blood mark. Any person foolish enough to pledge more than a single blood coin might find the coins all redeemed at once, since such redemptions often happen at great blood feasts held by vampires and other undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1468,7 +1468,7 @@ "fields": { "name": "Blood Pearl", "desc": "This crimson pearl feels slick to the touch and contains a mote of blood imbued with malign purpose. As an action, you can break the pearl, destroying it, and conjure a Blood Elemental (see Creature Codex) for 1 hour. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1487,7 +1487,7 @@ "fields": { "name": "Blood-Soaked Hide", "desc": "A creature that starts its turn in your space must succeed on a DC 15 Constitution saving throw or lose 3d6 hit points due to blood loss, and you regain a number of hit points equal to half the number of hit points the creature lost. Constructs and undead who aren't vampires are immune to this effect. Once used, you can't use this property of the armor again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1506,7 +1506,7 @@ "fields": { "name": "Bloodbow", "desc": "This longbow is carved of a light, sturdy wood such as hickory or yew, and it is almost always stained a deep maroon hue, lacquered and aged under layers of sundried blood. The bow is sometimes decorated with reptilian teeth, centaur tails, or other battle trophies. The bow is designed to harm the particular type of creature whose blood most recently soaked the weapon. When you make a ranged attack roll with this magic weapon against a creature of that type, you have a +1 bonus to the attack and damage rolls. If the attack hits, the target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of your next turn. While enraged, the target suffers a random short-term madness.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1525,7 +1525,7 @@ "fields": { "name": "Blooddrinker Spear", "desc": "Prized by gnolls, the upper haft of this spear is decorated with tiny animal skulls, feathers, and other adornments. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature with this spear, you mark that creature for 1 hour. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with the spear, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points, the mark ends. This property can't be used on a different creature until you spend a short rest cleaning the previous target's blood from the spear.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1544,7 +1544,7 @@ "fields": { "name": "Bloodfuel Battleaxe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1563,7 +1563,7 @@ "fields": { "name": "Bloodfuel Blowgun", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1582,7 +1582,7 @@ "fields": { "name": "Bloodfuel Crossbow Hand", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1601,7 +1601,7 @@ "fields": { "name": "Bloodfuel Crossbow Heavy", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1620,7 +1620,7 @@ "fields": { "name": "Bloodfuel Crossbow Light", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1639,7 +1639,7 @@ "fields": { "name": "Bloodfuel Dagger", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1658,7 +1658,7 @@ "fields": { "name": "Bloodfuel Dart", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1677,7 +1677,7 @@ "fields": { "name": "Bloodfuel Glaive", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1696,7 +1696,7 @@ "fields": { "name": "Bloodfuel Greataxe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1715,7 +1715,7 @@ "fields": { "name": "Bloodfuel Greatsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1734,7 +1734,7 @@ "fields": { "name": "Bloodfuel Halberd", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1753,7 +1753,7 @@ "fields": { "name": "Bloodfuel Handaxe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1772,7 +1772,7 @@ "fields": { "name": "Bloodfuel Javelin", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1791,7 +1791,7 @@ "fields": { "name": "Bloodfuel Lance", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1810,7 +1810,7 @@ "fields": { "name": "Bloodfuel Longbow", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1829,7 +1829,7 @@ "fields": { "name": "Bloodfuel Longsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1848,7 +1848,7 @@ "fields": { "name": "Bloodfuel Morningstar", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1867,7 +1867,7 @@ "fields": { "name": "Bloodfuel Pike", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1886,7 +1886,7 @@ "fields": { "name": "Bloodfuel Rapier", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1905,7 +1905,7 @@ "fields": { "name": "Bloodfuel Scimitar", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1924,7 +1924,7 @@ "fields": { "name": "Bloodfuel Shortbow", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1943,7 +1943,7 @@ "fields": { "name": "Bloodfuel Shortsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1962,7 +1962,7 @@ "fields": { "name": "Bloodfuel Sickle", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1981,7 +1981,7 @@ "fields": { "name": "Bloodfuel Spear", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2000,7 +2000,7 @@ "fields": { "name": "Bloodfuel Trident", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2019,7 +2019,7 @@ "fields": { "name": "Bloodfuel Warpick", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2038,7 +2038,7 @@ "fields": { "name": "Bloodfuel Whip", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2057,7 +2057,7 @@ "fields": { "name": "Bloodlink Potion", "desc": "When you and another willing creature each drink at least half this potion, your life energies are linked for 1 hour. When you or the creature who drank the potion with you take damage while your life energies are linked, the total damage is divided equally between you. If the damage is an odd number, roll randomly to assign the extra point of damage. The effect is halted while you and the other creature are separated by more than 60 feet. The effect ends if either of you drop to 0 hit points. This potion's red liquid is viscous and has a metallic taste.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2076,7 +2076,7 @@ "fields": { "name": "Bloodpearl Bracelet (Gold)", "desc": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2095,7 +2095,7 @@ "fields": { "name": "Bloodpearl Bracelet (Silver)", "desc": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2114,7 +2114,7 @@ "fields": { "name": "Bloodprice Breastplate", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2133,7 +2133,7 @@ "fields": { "name": "Bloodprice Chain-Mail", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2152,7 +2152,7 @@ "fields": { "name": "Bloodprice Chain-Shirt", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2171,7 +2171,7 @@ "fields": { "name": "Bloodprice Half-Plate", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2190,7 +2190,7 @@ "fields": { "name": "Bloodprice Hide", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2209,7 +2209,7 @@ "fields": { "name": "Bloodprice Leather", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2228,7 +2228,7 @@ "fields": { "name": "Bloodprice Padded", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2247,7 +2247,7 @@ "fields": { "name": "Bloodprice Plate", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2266,7 +2266,7 @@ "fields": { "name": "Bloodprice Ring-Mail", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2285,7 +2285,7 @@ "fields": { "name": "Bloodprice Scale-Mail", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2304,7 +2304,7 @@ "fields": { "name": "Bloodprice Splint", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2323,7 +2323,7 @@ "fields": { "name": "Bloodprice Studded-Leather", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2342,7 +2342,7 @@ "fields": { "name": "Bloodthirsty Battleaxe", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2361,7 +2361,7 @@ "fields": { "name": "Bloodthirsty Blowgun", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2380,7 +2380,7 @@ "fields": { "name": "Bloodthirsty Crossbow Hand", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2399,7 +2399,7 @@ "fields": { "name": "Bloodthirsty Crossbow Heavy", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2418,7 +2418,7 @@ "fields": { "name": "Bloodthirsty Crossbow Light", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2437,7 +2437,7 @@ "fields": { "name": "Bloodthirsty Dagger", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2456,7 +2456,7 @@ "fields": { "name": "Bloodthirsty Dart", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2475,7 +2475,7 @@ "fields": { "name": "Bloodthirsty Glaive", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2494,7 +2494,7 @@ "fields": { "name": "Bloodthirsty Greataxe", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2513,7 +2513,7 @@ "fields": { "name": "Bloodthirsty Greatsword", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2532,7 +2532,7 @@ "fields": { "name": "Bloodthirsty Halberd", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2551,7 +2551,7 @@ "fields": { "name": "Bloodthirsty Handaxe", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2570,7 +2570,7 @@ "fields": { "name": "Bloodthirsty Javelin", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2589,7 +2589,7 @@ "fields": { "name": "Bloodthirsty Lance", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2608,7 +2608,7 @@ "fields": { "name": "Bloodthirsty Longbow", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2627,7 +2627,7 @@ "fields": { "name": "Bloodthirsty Longsword", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2646,7 +2646,7 @@ "fields": { "name": "Bloodthirsty Morningstar", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2665,7 +2665,7 @@ "fields": { "name": "Bloodthirsty Pike", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2684,7 +2684,7 @@ "fields": { "name": "Bloodthirsty Rapier", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2703,7 +2703,7 @@ "fields": { "name": "Bloodthirsty Scimitar", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2722,7 +2722,7 @@ "fields": { "name": "Bloodthirsty Shortbow", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2741,7 +2741,7 @@ "fields": { "name": "Bloodthirsty Shortsword", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2760,7 +2760,7 @@ "fields": { "name": "Bloodthirsty Sickle", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2779,7 +2779,7 @@ "fields": { "name": "Bloodthirsty Spear", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2798,7 +2798,7 @@ "fields": { "name": "Bloodthirsty Trident", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2817,7 +2817,7 @@ "fields": { "name": "Bloodthirsty Warpick", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2836,7 +2836,7 @@ "fields": { "name": "Bloodthirsty Whip", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2855,7 +2855,7 @@ "fields": { "name": "Bloodwhisper Cauldron", "desc": "This ancient, oxidized cauldron sits on three stubby legs and has images of sacrifice and ritual cast into its iron sides. When filled with concoctions that contain blood, the bubbling cauldron seems to whisper secrets of ancient power to those bold enough to listen. While filled with blood, the cauldron has the following properties. Once filled, the cauldron can't be refilled again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2874,7 +2874,7 @@ "fields": { "name": "Bludgeon of Nightmares", "desc": "You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon appears to be a mace of disruption, and an identify spell reveals it to be such. The first time you use this weapon to kill a creature that has an Intelligence score of 5 or higher, you begin having nightmares and disturbing visions that disrupt your rest. Each time you complete a long rest, you must make a Wisdom saving throw. The DC equals 10 + the total number of creatures with Intelligence 5 or higher that you've reduced to 0 hit points with this weapon. On a failure, you gain no benefits from that long rest, and you gain one level of exhaustion.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2893,7 +2893,7 @@ "fields": { "name": "Blue Rose", "desc": "The petals of this cerulean flower can be prepared into a compote and consumed. A single flower can make 3 doses. When you consume a dose, your Intelligence, Wisdom, and Charisma scores are reduced by 1 each. This reduction lasts until you finish a long rest. You can consume up to three doses as part of casting a spell, and you can choose to affect your spell with one of the following options for each dose you consumed: - If the spell is of the abjuration school, increase the save DC by 2.\n- If the spell has more powerful effects when cast at a higher level, treat the spell's effects as if you had cast the spell at one slot level higher than the spell slot you used.\n- The spell is affected by one of the following metamagic options, even if you aren't a sorcerer: heightened, quickened, or subtle. A spell can't be affected by the same option more than once, though you can affect one spell with up to three different options. If you consume one or more doses without casting a spell, you can choose to instead affect a spell you cast before you finish a long rest. In addition, consuming blue rose gives you some protection against spells. When a spellcaster you can see casts a spell, you can use your reaction to cause one of the following:\n- You have advantage on the saving throw against the spell if it is a spell of the abjuration school.\n- If the spell is counterspell or dispel magic, the DC increases by 2 to interrupt your spellcasting or to end a magic effect on you. You can use this reaction a number of times equal to the number of doses you consumed. At the end of each long rest, you must make a DC 13 Constitution saving throw. On a failed save, your Hit Dice maximum is reduced by 25 percent. This reduction affects only the number of Hit Dice you can use to regain hit points during a short rest; it doesn't reduce your hit point maximum. This reduction lasts until you recover from the addiction. If you have no remaining Hit Dice to lose, you suffer one level of exhaustion, and your Hit Dice are returned to 75 percent of your maximum Hit Dice. The process then repeats until you die from exhaustion or you recover from the addiction. On a successful save, your exhaustion level decreases by one level. If a successful saving throw reduces your level of exhaustion below 1, you recover from the addiction. A greater restoration spell or similar magic ends the addiction and its effects. Consuming at least one dose of blue rose again halts the effects of the addiction for 2 days, at which point you can consume another dose of blue rose to halt it again or the effects of the addiction continue as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2912,7 +2912,7 @@ "fields": { "name": "Blue Willow Cloak", "desc": "This light cloak of fey silk is waterproof. While wearing this cloak in the rain, you can use your action to pull up the hood and become invisible for up to 1 hour. The effect ends early if you attack or cast a spell, if you use an action to pull down the hood, or if the rain stops. The cloak can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2931,7 +2931,7 @@ "fields": { "name": "Bone Skeleton Key", "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2950,7 +2950,7 @@ "fields": { "name": "Bone Whip", "desc": "This whip is constructed of humanoid vertebrae with their edges magically sharpened and pointed. The bones are joined together into a coiled line by strands of steel wire. The handle is half a femur wrapped in soft leather of tanned humanoid skin. You gain a +1 bonus to attack and damage rolls with this weapon. You can use an action to cause fiendish energy to coat the whip. For 1 minute, you gain 5 temporary hit points the first time you hit a creature on each turn. In addition, when you deal damage to a creature with this weapon, the creature must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the creature finishes a long rest. Once used, this property of the whip can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2969,7 +2969,7 @@ "fields": { "name": "Bonebreaker Mace", "desc": "You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature. Often given to the grim enforcers of great necropolises, these weapons can reduce the walking dead to splinters with a single strike. When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2988,7 +2988,7 @@ "fields": { "name": "Book of Ebon Tides", "desc": "This strange, twilight-hued tome was written on pages of pure shadow weave, bound in traditional birch board covers wrapped with shadow goblin hide, and imbued with the memories of forests on the Plane of Shadow. Its covers often reflect light as if it were resting in a forest grove, and some owners swear that a goblin face appears on them now and again. The sturdy lock on one side opens only for wizards, elves, and Shadow Fey (see Tome of Beasts). The book has 15 charges, and it regains 2d6 + 3 expended charges daily in the twilight before dawn. If you expend the last charge, roll a 1d20. On a 1, the book retains its Ebon Tides and Shadow Lore properties but loses its Spells property. When the magic ritual completes, make an Intelligence (Arcana) check and consult the Terrain Changes table for the appropriate DCs. You can change the terrain in any one way listed at your result or lower. For example, if your result was 17, you could turn a small forest up to 30 feet across into a grassland, create a grove of trees up to 240 feet across, create a 6-foot-wide flowing stream, overgrow 1,500 feet of an existing road, or other similar option. Only natural terrain you can see can be affected; built structures, such as homes or castles, remain untouched, though roads and trails can be overgrown or hidden. On a failure, the terrain is unchanged. On a 1, an Overshadow (see Tome of Beasts 2) also appears and attacks you. On a 20, you can choose two options. Deities, Fey Lords and Ladies (see Tome of Beasts), archdevils, demon lords, and other powerful rulers in the Plane of Shadow can prevent these terrain modifications from happening in their presence or anywhere within their respective domains. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, illusion, or shadows, such as invisibility or major image. | DC | Effect |\n| --- | --------------------------------------------------------------------------------------------------- |\n| 8 | Obscuring a path and removing all signs of passage (30 feet per point over 7) |\n| 10 | Creating a grove of trees (30 feet across per point over 9) |\n| 11 | Creating or drying up a lake or pond (up to 10 feet across per point over 10) |\n| 12 | Creating a flowing stream (1 foot wide per point over 11) |\n| 13 | Overgrowing an existing road with brush or trees (300 feet per point over 12) |\n| 14 | Shifting a river to a new course (300 feet per point over 13) |\n| 15 | Moving a forest (300 feet per point over 14) |\n| 16 | Creating a small hill, riverbank, or cliff (10 feet tall per point over 15) |\n| 17 | Turning a small forest into grassland or clearing, or vice versa (30 feet across per point over 16) |\n| 18 | Creating a new river (10 feet wide per point over 17) |\n| 19 | Turning a large forest into grassland, or vice versa (300 feet across per point over 19) |\n| 20 | Creating a new mountain (1,000 feet high per point over 19) |\n| 21 | Drying up an existing river (reducing width by 10 feet per point over 20) |\n| 22 | Shrinking an existing hill or mountain (reducing 1,000 feet per point over 21) | Written by an elvish princess at the Court of Silver Words, this volume encodes her understanding and mastery of shadow. Whimsical illusions suffuse every page, animating its illuminated capital letters and ornamental figures. The book is a famous work among the sable elves of that plane, and it opens to the touch of any elfmarked or sable elf character.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3007,7 +3007,7 @@ "fields": { "name": "Book of Eibon", "desc": "This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel. The book holds the following spells: semblance of dread*, ectoplasm*, animate dead, speak with dead, emanation of Yoth*, green decay*, yellow sign*, eldritch communion*, create undead, gate, harm, astral projection, and Void rift*. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel. If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3026,7 +3026,7 @@ "fields": { "name": "Book Shroud", "desc": "When not bound to a book, this red leather book cover is embossed with images of eyes on every inch of its surface. When you wrap this cover around a tome, it shifts the book's appearance to a plain red cover with a title of your choosing and blank pages on which you can write. When viewing the wrapped book, other creatures see the plain red version with any contents you've written. A creature succeeding on a DC 15 Wisdom (Perception) check sees the real book and can remove the shroud.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3045,7 +3045,7 @@ "fields": { "name": "Bookkeeper Inkpot", "desc": "This glass vessel looks like an ordinary inkpot. A quill fashioned from an ostrich feather accompanies the inkpot. You can use an action to speak the inkpot's command word, targeting a Bookkeeper (see Creature Codex) that you can see within 10 feet of you. An unwilling bookkeeper must succeed on a DC 13 Charisma saving throw or be transferred to the inkpot, making you the bookkeeper's new “creator.” While the bookkeeper is contained within the inkpot, it suffers no harm due to being away from its bound book, but it can't use any of its actions or traits that apply to it being in a bound book. Dipping the quill in the inkpot and writing in a book binds the bookkeeper to the new book. If the inkpot is found as treasure, there is a 50 percent chance it contains a bookkeeper. An identify spell reveals if a bookkeeper is inside the inkpot before using the inkpot's ink.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3064,7 +3064,7 @@ "fields": { "name": "Bookmark of Eldritch Insight", "desc": "This cloth bookmark is inscribed with blurred runes that are hard to decipher. If you use this bookmark while researching ancient evils (such as arch-devils or demon lords) or otherworldly mysteries (such as the Void or the Great Old Ones) during a long rest, the bookmark crumbles to dust and grants you its knowledge. You double your proficiency bonus on Arcana, History, and Religion checks to recall lore about the subject of your research for the next 24 hours. If you don't have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are proficient only when recalling information about the subject of your research.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3083,7 +3083,7 @@ "fields": { "name": "Boots of Pouncing", "desc": "These soft leather boots have a collar made of Albino Death Weasel fur (see Creature Codex). While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher. Your speed is still reduced if you are encumbered or wearing heavy armor. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3102,7 +3102,7 @@ "fields": { "name": "Boots of Quaking", "desc": "While wearing these steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone. In addition, while wearing these boots, you can cast earthquake, requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can't do so again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3121,7 +3121,7 @@ "fields": { "name": "Boots of Solid Footing", "desc": "A thick, rubbery sole covers the bottoms and sides of these stout leather boots. They are useful for maneuvering in cluttered alleyways, slick sewers, and the occasional patch of ice or gravel. While you wear these boots, you can use a bonus action to speak the command word. If you do, nonmagical difficult terrain doesn't cost you extra movement when you walk across it wearing these boots. If you speak the command word again as a bonus action, you end the effect. When the boots' property has been used for a total of 1 minute, the magic ceases to function until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3140,7 +3140,7 @@ "fields": { "name": "Boots of the Grandmother", "desc": "While wearing these boots, you have proficiency in the Stealth skill if you don't already have it, and you double your proficiency bonus on Dexterity (Stealth) checks. As an action, you can drip three drops of fresh blood onto the boots to ease your passage through the world. For 1d6 hours, you and your allies within 30 feet of you ignore difficult terrain. Once used, this property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3159,7 +3159,7 @@ "fields": { "name": "Boots of the Swift Striker", "desc": "While you wear these boots, your walking speed increases by 10 feet. In addition, when you take the Dash action while wearing these boots, you can make a single weapon attack at the end of your movement. You can't continue moving after making this attack.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3178,7 +3178,7 @@ "fields": { "name": "Bottled Boat", "desc": "This clear glass bottle contains a tiny replica of a wooden rowboat down to the smallest detail, including two stout oars, a miniature coil of hemp rope, a fishing net, and a small cask. You can use an action to break the bottle, destroying the bottle and releasing its contents. The rowboat and all of the items emerge as full-sized, normal, and permanent items of their type, which includes 50 feet of hempen rope, a cask containing 20 gallons of fresh water, two oars, and a 12-foot-long rowboat.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3197,7 +3197,7 @@ "fields": { "name": "Bountiful Cauldron", "desc": "If this small, copper cauldron is filled with water and a half pound of meat, vegetables, or other foodstuffs then placed over a fire, it produces a simple, but hearty stew that provides one creature with enough nourishment to sustain it for one day. As long as the food is kept within the cauldron with the lid on, the food remains fresh and edible for up to 24 hours, though it grows cold unless reheated.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3216,7 +3216,7 @@ "fields": { "name": "Box of Secrets", "desc": "This well-made, cubical box appears to be a normal container that can hold as much as a normal chest. However, each side of the chest is a lid that can be opened on cunningly concealed hinges. A successful DC 15 Wisdom (Perception) check notices that the sides can be opened. When you use an action to turn the box so a new side is facing up, and speak the command word before opening the lid, the current contents of the chest slip into an interdimensional space, leaving it empty once more. You can use an action to fill the box again, then turn it over to a new side and open it, again sending the contents to the interdimensional space. This can be done up to six times, once for each side of the box. To gain access to a particular batch of contents, the correct side must be facing up, and you must use an action to speak the command word as you open the lid on that side. A box of secrets is often crafted with specific means of telling the sides apart, such as unique carvings on each side, or having each side painted a different color. If any side of the box is destroyed completely, the contents that were stored through that side are lost. Likewise, if the entire box is destroyed, the contents are lost forever.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3235,7 +3235,7 @@ "fields": { "name": "Bracelet of the Fire Tender", "desc": "This bracelet is made of thirteen small, roasted pinecones lashed together with lengths of dried sinew. It smells of pine and woodsmoke. It is uncomfortable to wear over bare skin. While wearing this bracelet, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when looking in areas lightly obscured by nonmagical smoke or fog.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3254,7 +3254,7 @@ "fields": { "name": "Braid Whip Clasp", "desc": "This intricately carved ivory clasp can be wrapped around or woven into braided hair 3 feet or longer. While the clasp is attached to your braided hair, you can speak its command word as a bonus action and transform your braid into a dangerous whip. If you speak the command word again, you end the effect. You gain a +1 bonus to attack and damage rolls made with this magic whip. When the clasp's property has been used for a total of 10 minutes, you can't use it to transform your braid into a whip again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3273,7 +3273,7 @@ "fields": { "name": "Brain Juice", "desc": "This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures, such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6 + 4 expended spell slots. On a failed save, the drinker is afflicted with short-term madness for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it is afflicted with long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3292,7 +3292,7 @@ "fields": { "name": "Brass Clockwork Staff", "desc": "This curved staff is made of coiled brass and glass wire. You can use an action to speak one of three command words and throw the staff on the ground within 10 feet of you. The staff transforms into one of three wireframe creatures, depending on the command word: a unicorn, a hound, or a swarm of tiny beetles. The wireframe creature or swarm is under your control and acts on its own initiative count. On your turn, you can mentally command the wireframe creature or swarm if it is within 60 feet of you and you aren't incapacitated. You decide what action the creature takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. The wireframe unicorn lasts for up to 1 hour, uses the statistics of a warhorse, and can be used as a mount. The wireframe hound lasts for up to 5 minutes, uses the statistics of a dire wolf, and has advantage to track any creature you damaged within the past hour. The wireframe beetle swarm lasts for up to 1 minute, uses the statistics of a swarm of beetles, and can destroy nonmagical objects that aren't being worn or carried and that aren't made of stone or metal (destruction happens at a rate of 1 pound of material per round, up to a maximum of 10 pounds). At the end of the duration, the wireframe creature or swarm reverts to its staff form. It reverts to its staff form early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. If it reverts to its staff form early by being reduced to 0 hit points, the staff becomes inert and unusable until the third dawn after the creature was killed. Otherwise, the wireframe creature or swarm has all of its hit points when you transform the staff into the creature again. When a wireframe creature or swarm becomes the staff again, this property of the staff can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3311,7 +3311,7 @@ "fields": { "name": "Brass Snake Ball", "desc": "Most commonly used by assassins to strangle sleeping victims, this heavy, brass ball is 6 inches across and weighs approximately 15 pounds. It has the image of a coiled snake embossed around it. You can use an action to command the orb to uncoil into a brass snake approximately 6 feet long and 3 inches thick. You can direct it by telepathic command to attack any creature within your line of sight. Use the statistics for the constrictor snake, but use Armor Class 14 and increase the challenge rating to 1/2 (100 XP). The snake can stay animate for up to 5 minutes or until reduced to 0 hit points. Being reduced to 0 hit points causes the snake to revert to orb form and become inert for 1 week. If damaged but not reduced to 0 hit points, the snake has full hit points when summoned again. Once you have used the orb to become a snake, it can't be used again until the next sunset.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3330,7 +3330,7 @@ "fields": { "name": "Brawler's Leather", "desc": "These rawhide straps have lines of crimson runes running along their length. They require 10 minutes of bathing them in salt water before carefully wrapping them around your forearms. Once fitted, you gain a +1 bonus to attack and damage rolls made with unarmed strikes. The straps become brittle with use. After you have dealt damage with unarmed strike attacks 10 times, the straps crumble away.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3349,7 +3349,7 @@ "fields": { "name": "Brawn Armor", "desc": "This armor was crafted from the hide of an ancient grizzly bear. While wearing it, you gain a +1 bonus to AC, and you have advantage on grapple checks. The armor has 3 charges. You can use a bonus action to expend 1 charge to deal your unarmed strike damage to a creature you are grappling. The armor regains all expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3368,7 +3368,7 @@ "fields": { "name": "Brazen Band", "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3387,7 +3387,7 @@ "fields": { "name": "Brazen Bulwark", "desc": "This rectangular shield is plated with polished brass and resembles a crenelated tower. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3406,7 +3406,7 @@ "fields": { "name": "Breaker Lance", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you attack an object or structure with this magic lance and hit, maximize your weapon damage dice against the target. The lance has 3 charges. As part of an attack action with the lance, you can expend a charge while striking a barrier created by a spell, such as a wall of fire or wall of force, or an entryway protected by the arcane lock spell. You must make a Strength check against a DC equal to 10 + the spell's level. On a successful check, the spell ends. The lance regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3425,7 +3425,7 @@ "fields": { "name": "Breastplate of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3444,7 +3444,7 @@ "fields": { "name": "Breastplate of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3463,7 +3463,7 @@ "fields": { "name": "Breastplate of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3482,7 +3482,7 @@ "fields": { "name": "Breathing Reed", "desc": "This tiny river reed segment is cool to the touch. If you chew the reed while underwater, it provides you with enough air to breathe for up to 10 minutes. At the end of the duration, the reed loses its magic and can be harmlessly swallowed or spit out.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3501,7 +3501,7 @@ "fields": { "name": "Briarthorn Bracers", "desc": "These leather bracers are inscribed with Elvish runes. While wearing these bracers, you gain a +1 bonus to AC if you are using no shield. In addition, while in a forest, nonmagical difficult terrain costs you no extra movement.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3520,7 +3520,7 @@ "fields": { "name": "Broken Fang Talisman", "desc": "This talisman is a piece of burnished copper, shaped into a curved fang with a large crack through the middle. While wearing the talisman, you can use an action to cast the encrypt / decrypt (see Deep Magic for 5th Edition) spell. The talisman can't be used this way again until 1 hour has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3539,7 +3539,7 @@ "fields": { "name": "Broom of Sweeping", "desc": "You can use an action to speak the broom's command word and give it short instructions consisting of a few words, such as “sweep the floor” or “dust the cabinets.” The broom can clean up to 5 cubic feet each minute and continues cleaning until you use another action to deactivate it. The broom can't climb barriers higher than 5 feet and can't open doors.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3558,7 +3558,7 @@ "fields": { "name": "Brotherhood of Fezzes", "desc": "This trio of fezzes works only if all three hats are worn within 60 feet of each other by creatures of the same size. If one of the hats is removed or moves further than 60 feet from the others or if creatures of different sizes are wearing the hats, the hats' magic temporarily ceases. While three creatures of the same size wear these fezzes within 60 feet of each other, each creature can use its action to cast the alter self spell from it at will. However, all three wearers of the fezzes are affected as if the same spell was simultaneously cast on each of them, making each wearer appear identical to the other. For example, if one Medium wearer uses an action to change its appearance to that of a specific elf, each other wearer's appearance changes to look like the exact same elf.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3577,7 +3577,7 @@ "fields": { "name": "Brown Honey Buckle", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3596,7 +3596,7 @@ "fields": { "name": "Bubbling Retort", "desc": "This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper. You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last for 1d4 + 1 rounds. While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3615,7 +3615,7 @@ "fields": { "name": "Buckle of Blasting", "desc": "This soot-colored steel buckle has an exploding flame etched into its surface. It can be affixed to any common belt. While wearing this buckle, you have resistance to force damage. In addition, the buckle has 5 charges, and it regains 1d4 + 1 charges daily at dawn. It has the following properties.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3634,7 +3634,7 @@ "fields": { "name": "Bullseye Arrow", "desc": "This arrow has bright red fletching and a blunt, red tip. You gain a +1 bonus to attack rolls made with this magic arrow. On a hit, the arrow deals no damage, but it paints a magical red dot on the target for 1 minute. While the dot lasts, the target takes an extra 1d4 damage of the weapon's type from any ranged attack that hits it. In addition, ranged weapon attacks against the target score a critical hit on a roll of 19 or 20. When this arrow hits a target, the arrow vanishes in a flash of red light and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3653,7 +3653,7 @@ "fields": { "name": "Burglar's Lock and Key", "desc": "This heavy iron lock bears a stout, pitted key permanently fixed in the keyhole. As an action, you can twist the key counterclockwise to instantly open one door, chest, bag, bottle, or container of your choice within 30 feet. Any container or portal weighing more than 30 pounds or restrained in any way (latched, bolted, tied, or the like) automatically resists this effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3672,7 +3672,7 @@ "fields": { "name": "Burning Skull", "desc": "This appallingly misshapen skull—though alien and monstrous in aspect—is undeniably human, and it is large and hollow enough to be worn as a helm by any Medium humanoid. The skull helm radiates an unholy spectral aura, which sheds dim light in a 10-foot radius. According to legends, gazing upon a burning skull freezes the blood and withers the brain of one who understands not its mystery.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3691,7 +3691,7 @@ "fields": { "name": "Butter of Disbelief", "desc": "This stick of magical butter is carved with arcane runes and never melts or spoils. It has 3 charges. While holding this butter, you can use an action to slice off a piece and expend 1 charge to cast the grease spell (save DC 13) from it. The grease that covers the ground looks like melted butter. The butter regains all expended charges daily at dawn. If you expend the last charge, the butter disappears.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3710,7 +3710,7 @@ "fields": { "name": "Buzzing Battleaxe", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3729,7 +3729,7 @@ "fields": { "name": "Buzzing Greataxe", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3748,7 +3748,7 @@ "fields": { "name": "Buzzing Greatsword", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3767,7 +3767,7 @@ "fields": { "name": "Buzzing Handaxe", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3786,7 +3786,7 @@ "fields": { "name": "Buzzing Longsword", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3805,7 +3805,7 @@ "fields": { "name": "Buzzing Rapier", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3824,7 +3824,7 @@ "fields": { "name": "Buzzing Scimitar", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3843,7 +3843,7 @@ "fields": { "name": "Buzzing Shortsword", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3862,7 +3862,7 @@ "fields": { "name": "Candied Axe", "desc": "This battleaxe bears a golden head spun from crystalized honey. Its wooden handle is carved with reliefs of bees. You gain a +2 bonus to attack and damage rolls made with this magic weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3881,7 +3881,7 @@ "fields": { "name": "Candle of Communion", "desc": "This black candle burns with an eerie, violet flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle's flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3900,7 +3900,7 @@ "fields": { "name": "Candle of Summoning", "desc": "This black candle burns with an eerie, green flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell (save DC 15) with it. Doing so destroys the candle.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3919,7 +3919,7 @@ "fields": { "name": "Candle of Visions", "desc": "This black candle burns with an eerie, blue flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle's smoke. Doing so destroys the candle.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3938,7 +3938,7 @@ "fields": { "name": "Cap of Thorns", "desc": "Donning this thorny wooden circlet causes it to meld with your scalp. It can be removed only upon your death or by a remove curse spell. The cap ingests some of your blood, dealing 2d4 piercing damage. After this first feeding, the thorns feed once per day for 1d4 piercing damage. Once per day, you can sacrifice 1 hit point per level you possess to cast a special entangle spell made of thorny vines. Charisma is your spellcasting ability for this effect. Restrained creatures must make a successful Charisma saving throw or be affected by a charm person spell as thorns pierce their body. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails three consecutive saves, the thorns become deeply rooted and the charmed effect is permanent until remove curse or similar magic is cast on the target.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3957,7 +3957,7 @@ "fields": { "name": "Cape of Targeting", "desc": "You gain a +1 bonus to AC while wearing this long, flowing cloak. Whenever you are within 10 feet of more than two creatures, it subtly and slowly shifts its color to whatever the creatures nearest you find the most irritating. While within 5 feet of a hostile creature, you can use a bonus action to speak the cloak's command word to activate it, allowing your allies' ranged attacks to pass right through you. For 1 minute, each friendly creature that makes a ranged attack against a hostile creature within 5 feet of you has advantage on the attack roll. Each round the cloak is active, it enthusiastically and telepathically says “shoot me!” in different tones and cadences into the minds of each friendly creature that can see you and the cloak. The cloak can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3976,7 +3976,7 @@ "fields": { "name": "Captain's Flag", "desc": "This red and white flag adorned with a white anchor is made of velvet that never seems to fray in strong wings. When mounted and flown on a ship, the flag changes to the colors and symbol of the ship's captain and crew. While this flag is mounted on a ship, the captain and its allies have advantage on saving throws against being charmed or frightened. In addition, when the captain is reduced to 0 hit points while on the ship where this flag flies, each ally of the captain has advantage on its attack rolls until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3995,7 +3995,7 @@ "fields": { "name": "Captain's Goggles", "desc": "These copper and glass goggles are prized by air and sea captains across the world. The goggles are designed to repel water and never fog. After attuning to the goggles, your name (or preferred moniker) appears on the side of the goggles. While wearing the goggles, you can't suffer from exhaustion.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4014,7 +4014,7 @@ "fields": { "name": "Case of Preservation", "desc": "This item appears to be a standard map or scroll case fashioned of well-oiled leather. You can store up to ten rolled-up sheets of paper or five rolled-up sheets of parchment in this container. While ensconced in the case, the contents are protected from damage caused by fire, exposure to water, age, or vermin.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4033,7 +4033,7 @@ "fields": { "name": "Cataloguing Book", "desc": "This nondescript book contains statistics and details on various objects. Libraries often use these tomes to assist visitors in finding the knowledge contained within their stacks. You can use an action to touch the book to an object you wish to catalogue. The book inscribes the object's name, provided by you, on one of its pages and sketches a rough illustration to accompany the object's name. If the object is a magic item or otherwise magic-imbued, the book also inscribes the object's properties. The book becomes magically connected to the object, and its pages denote the object's current location, provided the object is not protected by nondetection or other magic that thwarts divination magic. When you attune to this book, its previously catalogued contents disappear.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4052,7 +4052,7 @@ "fields": { "name": "Catalyst Oil", "desc": "This special elemental compound draws on nearby energy sources. Catalyst oils are tailored to one specific damage type (not including bludgeoning, piercing, or slashing damage) and have one dose. Whenever a spell or effect of this type goes off within 60 feet of a dose of catalyst oil, the oil catalyzes and becomes the spell's new point of origin. If the spell affects a single target, its original point of origin becomes the new target. If the spell's area is directional (such as a cone or a cube) you determine the spell's new direction. This redirected spell is easier to evade. Targets have advantage on saving throws against the spell, and the caster has disadvantage on the spell attack roll.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4071,7 +4071,7 @@ "fields": { "name": "Celestial Charter", "desc": "Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the celestial, negotiating a service from it in exchange for a reward. The celestial is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the celestial, the truce is broken, and the creature can act normally. If the celestial refuses the offer, it is free to take any actions it wishes. Should you and the celestial reach an agreement that is satisfactory to both parties, you must sign the charter and have the celestial do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the celestial to the agreement until its service is rendered and the reward paid, at which point the scroll vanishes in a bright flash of light. A celestial typically attempts to fulfill its end of the bargain as best it can, and it is angry if you exploit any loopholes or literal interpretations to your advantage. If either party breaks the bargain, that creature immediately takes 10d6 radiant damage, and the charter is destroyed, ending the contract.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4090,7 +4090,7 @@ "fields": { "name": "Celestial Sextant", "desc": "The ancient elves constructed these sextants to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the sextant, you can spend 1 minute using the sextant to determine your latitude and longitude, provided you can see the sun or stars. You can use an action steer up to four vessels that are within 1 mile of the sextant, provided their crews are willing. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4109,7 +4109,7 @@ "fields": { "name": "Censer of Dark Shadows", "desc": "This enchanted censer paints the air with magical, smoky shadow. While holding the censer, you can use an action to speak its command word, causing the censer to emit shadow in a 30-foot radius for 1 hour. Bright light and sunlight within this area is reduced to dim light, and dim light within this area is reduced to magical darkness. The shadow spreads around corners, and nonmagical light can't illuminate this shadow. The shadow emanates from the censer and moves with it. Completely enveloping the censer within another sealed object, such as a lidded pot or a leather bag, blocks the shadow. If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Once the censer is used to emit shadow, it can't do so again until the next dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4128,7 +4128,7 @@ "fields": { "name": "Centaur Wrist-Wraps", "desc": "These leather and fur wraps are imbued with centaur shamanic magic. The wraps are stained a deep amber color, and intricate motifs painted in blue seem to float above the surface of the leather. While wearing these wraps, you can call on their magic to reroll an attack made with a shortbow or longbow. You must use the new roll. Once used, the wraps must be held in wood smoke for 15 minutes before they can be used in this way again.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4147,7 +4147,7 @@ "fields": { "name": "Cephalopod Breastplate", "desc": "This bronze breastplate depicts two krakens fighting. While wearing this armor, you gain a +1 bonus to AC. You can use an action to speak the armor's command word to release a cloud of black mist (if above water) or black ink (if underwater). It billows out from you in a 20-foot-radius cloud of mist or ink. The area is heavily obscured for 1 minute, although a wind of moderate or greater speed (at least 10 miles per hour) or a significant current disperses it. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4166,7 +4166,7 @@ "fields": { "name": "Ceremonial Sacrificial Knife", "desc": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4185,7 +4185,7 @@ "fields": { "name": "Chain Mail of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4204,7 +4204,7 @@ "fields": { "name": "Chain Mail of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4223,7 +4223,7 @@ "fields": { "name": "Chain Mail of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4242,7 +4242,7 @@ "fields": { "name": "Chain Shirt of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4261,7 +4261,7 @@ "fields": { "name": "Chain Shirt of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4280,7 +4280,7 @@ "fields": { "name": "Chain Shirt of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4299,7 +4299,7 @@ "fields": { "name": "Chainbreaker Greatsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4318,7 +4318,7 @@ "fields": { "name": "Chainbreaker Longsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4337,7 +4337,7 @@ "fields": { "name": "Chainbreaker Rapier", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4356,7 +4356,7 @@ "fields": { "name": "Chainbreaker Scimitar", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4375,7 +4375,7 @@ "fields": { "name": "Chainbreaker Shortsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4394,7 +4394,7 @@ "fields": { "name": "Chalice of Forbidden Ecstasies", "desc": "The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice can't be used again until the next dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4413,7 +4413,7 @@ "fields": { "name": "Chalk of Exodus", "desc": "This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a 1d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4432,7 +4432,7 @@ "fields": { "name": "Chamrosh Salve", "desc": "This 3-inch-diameter ceramic jar contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur. The jar is a glorious gold-white, resembling the shimmering fur of a Chamrosh (see Tome of Beasts 2), the holy hound from which this salve gets its name. As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4451,7 +4451,7 @@ "fields": { "name": "Charlatan's Veneer", "desc": "This silken scarf is a more powerful version of the Commoner's Veneer (see page 128). When in an area containing 12 or more humanoids, Wisdom (Perception) checks to spot you have disadvantage. You can use a bonus action to call on the power in the scarf to invoke a sense of trust in those to whom you speak. If you do so, you have advantage on the next Charisma (Persuasion) check you make against a humanoid while you are in an area containing 12 or more humanoids. In addition, while wearing the scarf, you can use modify memory on a humanoid you have successfully persuaded in the last 24 hours. The scarf can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4470,7 +4470,7 @@ "fields": { "name": "Charm of Restoration", "desc": "This fist-sized ball of tightly-wound green fronds contains the bark of a magical plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4489,7 +4489,7 @@ "fields": { "name": "Chieftain's Axe", "desc": "Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4508,7 +4508,7 @@ "fields": { "name": "Chillblain Breastplate", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4527,7 +4527,7 @@ "fields": { "name": "Chillblain Chain Mail", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4546,7 +4546,7 @@ "fields": { "name": "Chillblain Chain Shirt", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4565,7 +4565,7 @@ "fields": { "name": "Chillblain Half Plate", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4584,7 +4584,7 @@ "fields": { "name": "Chillblain Plate", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4603,7 +4603,7 @@ "fields": { "name": "Chillblain Ring Mail", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4622,7 +4622,7 @@ "fields": { "name": "Chillblain Scale Mail", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4641,7 +4641,7 @@ "fields": { "name": "Chillblain Splint", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4660,7 +4660,7 @@ "fields": { "name": "Chronomancer's Pocket Clock", "desc": "This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4679,7 +4679,7 @@ "fields": { "name": "Cinch of the Wolfmother", "desc": "This belt is made of the treated and tanned intestines of a dire wolf, enchanted to imbue those who wear it with the ferocity and determination of the wolf. While wearing this belt, you can use an action to cast the druidcraft or speak with animals spell from it at will. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. If you are reduced to 0 hit points while attuned to the belt and fail two death saving throws, you die immediately as your body violently erupts in a shower of blood, and a dire wolf emerges from your entrails. You assume control of the dire wolf, and it gains additional hit points equal to half of your maximum hit points prior to death. The belt then crumbles and is destroyed. If the wolf is targeted by a remove curse spell, then you are reborn when the wolf dies, just as the wolf was born when you died. However, if the curse remains after the wolf dies, you remain dead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4698,7 +4698,7 @@ "fields": { "name": "Circlet of Holly", "desc": "While wearing this circlet, you gain the following benefits: - **Language of the Fey**. You can speak and understand Sylvan. - **Friend of the Fey.** You have advantage on ability checks to interact socially with fey creatures.\n- **Poison Sense.** You know if any food or drink you are holding contains poison.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4717,7 +4717,7 @@ "fields": { "name": "Circlet of Persuasion", "desc": "While wearing this circlet, you have advantage on Charisma (Persuasion) checks.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4736,7 +4736,7 @@ "fields": { "name": "Clacking Teeth", "desc": "Taken from a Fleshspurned (see Tome of Beasts 2), a toothy ghost, this bony jaw holds oversized teeth that sweat ectoplasm. The jaw has 3 charges and regains 1d3 expended charges daily at dusk. While holding the jaw, you can use an action to expend 1 of its charges and choose a target within 30 feet of you. The jaw's teeth clatter together, and the target must succeed on a DC 15 Wisdom saving throw or be confused for 1 minute. While confused, the target acts as if under the effects of the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4755,7 +4755,7 @@ "fields": { "name": "Clamor Bell", "desc": "You can affix this small, brass bell to an object with the leather cords tied to its top. If anyone other than you picks up, interacts with, or uses the object without first speaking the bell's command word, it rings for 5 minutes or until you touch it and speak the command word again. The ringing is audible 100 feet away. If a creature takes an action to cut the bindings holding the bell onto the object, the bell ceases ringing 1 round after being released from the object.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4774,7 +4774,7 @@ "fields": { "name": "Clarifying Goggles", "desc": "These goggles contain a lens of slightly rippled blue glass that turns clear underwater. While wearing these goggles underwater, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when peering through silt, murk, or other natural underwater phenomena that would ordinarily lightly obscure your vision. While wearing these goggles above water, your vision is lightly obscured.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4793,7 +4793,7 @@ "fields": { "name": "Cleaning Concoction", "desc": "This fresh-smelling, clear green liquid can cover a Medium or smaller creature or object (or matched set of objects, such as a suit of clothes or pair of boots). Applying the liquid takes 1 minute. It removes soiling, stains, and residue, and it neutralizes and removes odors, unless those odors are particularly pungent, such as in skunks or creatures with the Stench trait. Once the potion has cleaned the target, it evaporates, leaving the creature or object both clean and dry.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4812,7 +4812,7 @@ "fields": { "name": "Cloak of Coagulation", "desc": "While wearing this rust red cloak, your blood quickly clots. When you are subjected to an effect that causes additional damage on subsequent rounds due to bleeding, blood loss, or continual necrotic damage, such as a horned devil's tail attack or a sword of wounding, the effect ceases after a single round of damage. For example, if a stirge hits you with its proboscis, you take the initial damage, plus the damage from blood loss on the following round, after which the wound clots, the stirge detaches, and you take no further damage. The cloak doesn't prevent a creature from using such an attack or effect again; a horned devil or a stirge can attack you again, though the cloak will continue to stop any recurring effects after a single round.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4831,7 +4831,7 @@ "fields": { "name": "Cloak of Petals", "desc": "This delicate cloak is covered in an array of pink, purple, and yellow flowers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide in areas containing flowering plants. The cloak has 3 charges. When a creature you can see targets you with an attack, you can use your reaction to expend 1 of its charges to release a shower of petals from the cloak. If you do so, the attacker has disadvantage on the attack roll. The cloak regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4850,7 +4850,7 @@ "fields": { "name": "Cloak of Sails", "desc": "The interior of this simple, black cloak looks like white sailcloth. While wearing this cloak, you gain a +1 bonus to AC and saving throws. You lose this bonus while using the cloak's Sailcloth property.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4869,7 +4869,7 @@ "fields": { "name": "Cloak of Squirrels", "desc": "This wool brocade cloak features a repeating pattern of squirrel heads and tree branches. It has 3 charges and regains all expended charges daily at dawn. While wearing this cloak, you can use an action to expend 1 charge to cast the legion of rabid squirrels spell (see Deep Magic for 5th Edition) from it. You don't need to be in a forest to cast the spell from this cloak, as the squirrels come from within the cloak. When the spell ends, the swarm vanishes back inside the cloak.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4888,7 +4888,7 @@ "fields": { "name": "Cloak of the Bearfolk", "desc": "While wearing this cloak, your Constitution score is 15, and you have proficiency in the Athletics skill. The cloak has no effect if you already have proficiency in this skill or if your Constitution score is already 15 or higher.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4907,7 +4907,7 @@ "fields": { "name": "Cloak of the Eel", "desc": "While wearing this rough, blue-gray leather cloak, you have a swimming speed of 40 feet. When you are hit with a melee weapon attack while wearing this cloak, you can use your reaction to generate a powerful electric charge. The attacker must succeed on a DC 13 Dexterity saving throw or take 2d6 lightning damage. The attacker has disadvantage on the saving throw if it hits you with a metal weapon. The cloak can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4926,7 +4926,7 @@ "fields": { "name": "Cloak of the Empire", "desc": "This voluminous grey cloak has bright red trim and the sigil from an unknown empire on its back. The cloak is stiff and doesn't fold as easily as normal cloth. Whenever you are struck by a ranged weapon attack, you can use a reaction to reduce the damage from that attack by your Charisma modifier (minimum of 1).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4945,7 +4945,7 @@ "fields": { "name": "Cloak of the Inconspicuous Rake", "desc": "This cloak is spun from simple gray wool and closed with a plain, triangular copper clasp. While wearing this cloak, you can use a bonus action to make yourself forgettable for 5 minutes. A creature that sees you must make a DC 15 Intelligence saving throw as soon as you leave its sight. On a failure, the witness remembers seeing a person doing whatever you did, but it doesn't remember details about your appearance or mannerisms and can't accurately describe you to another. Creatures with truesight aren't affected by this cloak. The cloak can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4964,7 +4964,7 @@ "fields": { "name": "Cloak of the Ram", "desc": "While wearing this cloak, you can use an action to transform into a mountain ram (use the statistics of a giant goat). This effect works like the polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores. You can use an action to transform back into your original form. Each time you transform into a ram in a single day, you retain the hit points you had the last time you transformed. If you were reduced to 0 hit points the last time you were a ram, you can't become a ram again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4983,7 +4983,7 @@ "fields": { "name": "Cloak of the Rat", "desc": "While wearing this gray garment, you have a +5 bonus to your passive Wisdom (Perception) score.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5002,7 +5002,7 @@ "fields": { "name": "Cloak of Wicked Wings", "desc": "From a distance, this long, black cloak appears to be in tatters, but a closer inspection reveals that it is sewn from numerous scraps of cloth and shaped like bat wings. While wearing this cloak, you can use your action to cast polymorph on yourself, transforming into a swarm of bats. While in the form of a swarm of bats, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. If you are a druid with the Wild Shape feature, this transformation instead lasts as long as your Wild Shape lasts. The cloak can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5021,7 +5021,7 @@ "fields": { "name": "Clockwork Gauntlet", "desc": "This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the gauntlet, you can expend 1 charge as a bonus action to force the ram in the gauntlets to slam a creature within 5 feet of you. The ram thrusts out from the gauntlet and makes its attack with a +5 bonus. On a hit, the target takes 2d8 bludgeoning damage, and it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5040,7 +5040,7 @@ "fields": { "name": "Clockwork Hand", "desc": "A beautiful work of articulate brass, this prosthetic clockwork hand (or hands) can't be worn if you have both of your hands. While wearing this hand, you gain a +2 bonus to damage with melee weapon attacks made with this hand or weapons wielded in this hand.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5059,7 +5059,7 @@ "fields": { "name": "Clockwork Hare", "desc": "Gifted by a deity of time and clockwork, these simple-seeming trinkets portend some momentous event. The figurine resembles a hare with a clock in its belly. You can use an action to press the ears down and activate the clock, which spins chaotically. The hare emits a field of magic in a 30- foot radius from it for 1 hour. The field moves with the hare, remaining centered on it. While within the field, you and up to 5 willing creatures of your choice exist outside the normal flow of time, and all other creatures and objects are frozen in time. If an affected creature moves outside the field, the creature immediately becomes frozen in time until it is in the field again. The field ends early if an affected creature attacks, touches, alters, or has any other physical or magical impact on a creature, or an object being worn or carried by a creature, that is frozen in time. When the field ends, the figurine turns into a nonmagical, living white hare that goes bounding off into the distance, never to be seen again.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5078,7 +5078,7 @@ "fields": { "name": "Clockwork Mace of Divinity", "desc": "This clockwork mace is composed of several different metals. While attuned to this magic weapon, you have proficiency with it. As a bonus action, you can command the mace to transform into a trident. When you hit with an attack using this weapon's trident form, the target takes an extra 1d6 radiant damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5097,7 +5097,7 @@ "fields": { "name": "Clockwork Mynah Bird", "desc": "This mechanical brass bird is nine inches long from the tip of its beak to the end of its tail, and it can become active for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. If you use your action to speak the first command word (“listen” in Ignan), it cocks its head and listens intently to all nearby sounds with a passive Wisdom (Perception) of 17 for up to 10 minutes. When you give the second command word (“speak”), it repeats back what it heard in a metallic-sounding—though reasonably accurate—portrayal of the sounds. You can use the clockwork mynah bird to relay sounds and conversations it has heard to others. As an action, you can command the mynah to fly to a location it has previously visited within 1 mile. It waits at the location for up to 1 hour for someone to command it to speak. At the end of the hour or after it speaks its recording, it returns to you. The clockwork mynah bird has an Armor Class of 14, 5 hit points, and a flying speed of 50 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5116,7 +5116,7 @@ "fields": { "name": "Clockwork Pendant", "desc": "This pendant resembles an ornate, miniature clock and has 3 charges. While holding this pendant, you can expend 1 charge as an action to cast the blur, haste, or slow spell (save DC 15) from it. The spell's duration changes to 3 rounds, and it doesn't require concentration. You can have only one spell active at a time. If you cast another, the previous spell effect ends. It regains 1d3 expended charges daily at dawn. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, it creates a temporal distortion for 1d4 rounds. For the duration, each creature and object that enters or starts its turn within 10 feet of the pendant has immunity to all damage, all spells, and all other physical or magical effects but is otherwise able to move and act normally. If a creature moves further than 10 feet from the pendant, these effects end for it. At the end of the duration, the pendant crumbles to dust.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5135,7 +5135,7 @@ "fields": { "name": "Clockwork Rogue Ring", "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5154,7 +5154,7 @@ "fields": { "name": "Clockwork Spider Cloak", "desc": "This hooded cloak is made from black spider silk and has thin brass ribbing stitched on the inside. It has 3 charges. While wearing the cloak, you gain a +2 bonus on Dexterity (Stealth) checks. As an action, you can expend 1 charge to animate the brass ribs into articulated spider legs 1 inch thick and 6 feet long for 1 minute. You can use the charges in succession. The spider legs allow you to climb at your normal walking speed, and you double your proficiency bonus and gain advantage on any Strength (Athletics) checks made for slippery or difficult surfaces. The cloak regains 1d3 charges each day at sunset.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5173,7 +5173,7 @@ "fields": { "name": "Coffer of Memory", "desc": "This small golden box resembles a jewelry box and is easily mistaken for a common trinket. When attuned to the box, its owner can fill the box with mental images of important events lasting no more than 1 minute each. Any number of memories can be stored this way. These images are similar to a slide show from the bearer's point of view. On a command from its owner, the box projects a mental image of a requested memory so that whoever is holding the box at that moment can see it. If a coffer of memory is found with memories already stored inside it, a newly-attuned owner can view a randomly-selected stored memory with a successful DC 15 Charisma check.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5192,7 +5192,7 @@ "fields": { "name": "Collar of Beast Armor", "desc": "This worked leather collar has stitching in the shapes of various animals. While a beast wears this collar, its base AC becomes 13 + its Dexterity modifier. It has no effect if the beast's base AC is already 13 or higher. This collar affects only beasts, which can include a creature affected by the polymorph spell or a druid assuming a beast form using Wild Shape.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5211,7 +5211,7 @@ "fields": { "name": "Comfy Slippers", "desc": "While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5230,7 +5230,7 @@ "fields": { "name": "Commander's Helm", "desc": "This helmet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The type of light given off by the helm depends on the aesthetic desired by its creator. Some are surrounded in a wreath of hellish (though illusory) flames, while others give off a soft, warm halo of white or golden light. You can use an action to start or stop the light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5249,7 +5249,7 @@ "fields": { "name": "Commander's Plate", "desc": "This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn't carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened. You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can't rally that creature again until it finishes a long rest.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5268,7 +5268,7 @@ "fields": { "name": "Commander's Visage", "desc": "This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5287,7 +5287,7 @@ "fields": { "name": "Commoner's Veneer", "desc": "When you wear this simple, homespun scarf around your neck or head, it casts a minor glamer over you that makes you blend in with the people around you, avoiding notice. When in an area containing 25 or more humanoids, such as a city street, market place, or other public locale, Wisdom (Perception) checks to spot you amid the crowd have disadvantage. This item's power only works for creatures of the humanoid type or those using magic to take on a humanoid form.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5306,7 +5306,7 @@ "fields": { "name": "Communal Flute", "desc": "This flute is carved with skulls and can be used as a spellcasting focus. If you spend 10 minutes playing the flute over a dead creature, you can cast the speak with dead spell from the flute. The flute can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5325,7 +5325,7 @@ "fields": { "name": "Companion's Broth", "desc": "Developed by wizards with an interest in the culinary arts, this simple broth mends the wounds of companion animals and familiars. When a beast or familiar consumes this broth, it regains 2d4 + 2 hit points. Alternatively, you can mix a flower petal into the broth, and the beast or familiar gains 2d4 temporary hit points for 8 hours instead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5344,7 +5344,7 @@ "fields": { "name": "Constant Dagger", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn't have resistance or immunity to such damage, you roll your damage dice three times, instead of twice.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5363,7 +5363,7 @@ "fields": { "name": "Consuming Rod", "desc": "This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5382,7 +5382,7 @@ "fields": { "name": "Copper Skeleton Key", "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5401,7 +5401,7 @@ "fields": { "name": "Coral of Enchanted Colors", "desc": "This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam's color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5420,7 +5420,7 @@ "fields": { "name": "Cordial of Understanding", "desc": "When you drink this tangy, violet liquid, your mind opens to new forms of communication. For 1 hour, if you spend 1 minute listening to creatures speaking a particular language, you gain the ability to communicate in that language for the duration. This potion's magic can also apply to non-verbal languages, such as a hand signal-based or dance-based language, so long as you spend 1 minute watching it being used and have the appropriate anatomy and limbs to communicate in the language.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5439,7 +5439,7 @@ "fields": { "name": "Corpsehunter's Medallion", "desc": "This amulet is made from the skulls of grave rats or from scrimshawed bones of the ignoble dead. While wearing it, you have resistance to necrotic damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5458,7 +5458,7 @@ "fields": { "name": "Countermelody Crystals", "desc": "This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5477,7 +5477,7 @@ "fields": { "name": "Courtesan's Allure", "desc": "This perfume has a sweet, floral scent and captivates those with high social standing. The perfume can cover one Medium or smaller creature, and applying it takes 1 minute. For 1 hour, the affected creature gains a +5 bonus to Charisma checks made to socially interact with or influence nobles, politicians, or other individuals with high social standing.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5496,7 +5496,7 @@ "fields": { "name": "Crab Gloves", "desc": "These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can't attack other creatures with that claw. While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus' claws. In addition, you can't wield weapons or a shield, and you can't cast a spell that has a somatic component. A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation. Pulling the gloves on or off requires an action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5515,7 +5515,7 @@ "fields": { "name": "Crafter Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5534,7 +5534,7 @@ "fields": { "name": "Craven's Heart", "desc": "This leathery mass of dried meat was once a humanoid heart, taken from an individual that died while experiencing great terror. You can use an action to whisper a command word and hurl the heart to the ground, where it revitalizes and begins to beat rapidly and loudly for 1 minute. Each creature withing 30 feet of the heart has disadvantage on saving throws against being frightened. At the end of the duration, the heart bursts from the strain and is destroyed. The heart can be attacked and destroyed (AC 11; hp 3; resistance to bludgeoning damage). If the heart is destroyed before the end if its duration, each creature within 30 feet of the heart must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. This bugbear necromancer was once the henchman of an accomplished practitioner of the dark arts named Varrus. She started as a bodyguard and tough, but her keen intellect caught her master's attention. He eventually took her on as an apprentice. Moxug is fascinated with fear, and some say she doesn't eat but instead sustains herself on the terror of her victims. She eventually betrayed Varrus, sabotaging his attempt to become a lich, and luxuriated in his fear as he realized he would die rather than achieve immortality. According to rumor, the first craven's heart she crafted came from the body of her former master.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5553,7 +5553,7 @@ "fields": { "name": "Crawling Cloak", "desc": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5572,7 +5572,7 @@ "fields": { "name": "Crimson Carpet", "desc": "This rolled bundle of red felt is 3-feet long and 1-foot wide, and it weighs 10 pounds. You can use an action to speak the carpet's command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn't need to be anchored and can hover. The carpet has immunity to all damage and isn't affected by the dispel magic spell. The disintegrate spell destroys the carpet. The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can't be unrolled again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5591,7 +5591,7 @@ "fields": { "name": "Crimson Starfall Arrow", "desc": "This arrow is a magic weapon powered by the sacrifice of your own life energy and explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can't use this feature of the arrow if you don't have blood. Hit Dice spent on this arrow's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5610,7 +5610,7 @@ "fields": { "name": "Crocodile Hide Armor", "desc": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5629,7 +5629,7 @@ "fields": { "name": "Crocodile Leather Armor", "desc": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5648,7 +5648,7 @@ "fields": { "name": "Crook of the Flock", "desc": "This plain crook is made of smooth, worn lotus wood and is warm to the touch.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5667,7 +5667,7 @@ "fields": { "name": "Crown of the Pharaoh", "desc": "The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits: Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher. You have a flying speed equal to your walking speed. While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5686,7 +5686,7 @@ "fields": { "name": "Crusader's Shield", "desc": "A bronze boss is set in the center of this round shield. When you attune to the shield, the boss changes shape, becoming a symbol of your divine connection: a holy symbol for a cleric or paladin or an engraving of mistletoe or other sacred plant for a druid. You can use the shield as a spellcasting focus for your spells.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5705,7 +5705,7 @@ "fields": { "name": "Crystal Skeleton Key", "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5724,7 +5724,7 @@ "fields": { "name": "Crystal Staff", "desc": "Carved from a single piece of solid crystal, this staff has numerous reflective facets that produce a strangely hypnotic effect. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: color spray (1 charge), confound senses* (3 charges), confusion (4 charges), hypnotic pattern (3 charges), jeweled fissure* (3 charges), prismatic ray* (5 charges), or prismatic spray (7 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to light or confusion. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to each creature within 10 feet of it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5743,7 +5743,7 @@ "fields": { "name": "Dagger of the Barbed Devil", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause sharp, pointed barbs to sprout from this blade. The barbs remain for 1 minute. When you hit a creature while the barbs are active, the creature must succeed on a DC 15 Dexterity saving throw or a barb breaks off into its flesh and the dagger loses its barbs. At the start of each of its turns, a creature with a barb in its flesh must make a DC 15 Constitution saving throw. On a failure, it has disadvantage on attack rolls and ability checks until the start of its next turn as it is wracked with pain. The barb remains until a creature uses its action to remove the barb, dealing 1d4 piercing damage to the barbed creature. Once you cause barbs to sprout from the dagger, you can't do so again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5762,7 +5762,7 @@ "fields": { "name": "Dancing Caltrops", "desc": "After you pour these magic caltrops out of the bag into an area, you can use a bonus action to animate them and command them to move up to 10 feet to occupy a different square area that is 5 feet on a side.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5781,7 +5781,7 @@ "fields": { "name": "Dancing Floret", "desc": "This 2-inch-long plant has a humanoid shape, and a large purple flower sits at the top of the plant on a short, neck-like stalk. Small, serrated thorns on its arms and legs allow it to cling to your clothing, and it most often dances along your arm or across your shoulders. While attuned to the floret, you have proficiency in the Performance skill, and you double your proficiency bonus on Charisma (Performance) checks made while dancing. The floret has 3 charges for the following other properties. The floret regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5800,7 +5800,7 @@ "fields": { "name": "Dancing Ink", "desc": "This ink is favored by merchants for eye-catching banners and by toy makers for scrolls and books for children. Typically found in 1d4 pots, this ink allows you to draw an illustration that moves about the page where it was drawn, whether that is an illustration of waves crashing against a shore along the bottom of the page or a rabbit leaping over the page's text. The ink wears away over time due to the movement and fades from the page after 2d4 weeks. The ink moves only when exposed to light, and some long-forgotten tomes have been opened to reveal small, moving illustrations drawn by ancient scholars. One pot can be used to fill 25 pages of a book or a similar total area for larger banners.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5819,7 +5819,7 @@ "fields": { "name": "Dastardly Quill and Parchment", "desc": "Favored by spies, this quill and parchment are magically linked as long as both remain on the same plane of existence. When a creature writes or draws on any surface with the quill, that writing or drawing appears on its linked parchment, exactly as it would appear if the writer was writing or drawing on the parchment with black ink. This effect doesn't prevent the quill from being used as a standard quill on a nonmagical piece of parchment, but this written communication is one-way, from quill to parchment. The quill's linked parchment is immune to all nonmagical inks and stains, and any magical messages written on the parchment disappear after 1 minute and aren't conveyed to the creature holding the quill. The parchment is approximately 9 inches wide by 13 inches long. If the quill's writing exceeds the area of the parchment, the older writing fades from the top of the sheet, replaced by the newer writing. Otherwise, the quill's writing remains on the parchment for 24 hours, after which time all writing fades from it. If either item is destroyed, the other item becomes nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5838,7 +5838,7 @@ "fields": { "name": "Dawn Shard Dagger", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5857,7 +5857,7 @@ "fields": { "name": "Dawn Shard Greatsword", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5876,7 +5876,7 @@ "fields": { "name": "Dawn Shard Longsword", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5895,7 +5895,7 @@ "fields": { "name": "Dawn Shard Rapier", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5914,7 +5914,7 @@ "fields": { "name": "Dawn Shard Scimitar", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5933,7 +5933,7 @@ "fields": { "name": "Dawn Shard Shortsword", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5952,7 +5952,7 @@ "fields": { "name": "Deadfall Arrow", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic arrow. On a hit, the arrow transforms into a 10-foot-long wooden log centered on the target, destroying the arrow. The target and each creature in the log's area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is knocked prone and restrained under the log. On a success, a creature takes half the damage and isn't knocked prone or restrained. A restrained creature can take its action to free itself by succeeding on a DC 15 Strength check. The log lasts for 1 minute then crumbles to dust, freeing those restrained by it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5971,7 +5971,7 @@ "fields": { "name": "Death's Mirror", "desc": "Made from woven lead and silver, this ring fits only on the hand's smallest finger. As the moon is a dull reflection of the sun's glory, so too is the power within this ring merely an imitation of the healing energies that can bestow true life. The ring has 3 charges and regains all expended charges daily at dawn. While wearing the ring, you can expend 1 charge as a bonus action to gain 5 temporary hit points for 1 hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5990,7 +5990,7 @@ "fields": { "name": "Decoy Card", "desc": "This small, thick, parchment card displays an accurate portrait of the person carrying it. You can use an action to toss the card on the ground at a point within 10 feet of you. An illusion of you forms over the card and remains until dispelled. The illusion appears real, but it can do no harm. While you are within 120 feet of the illusion and can see it, you can use an action to make it move and behave as you wish, as long as it moves no further than 10 feet from the card. Any physical interaction with your illusory double reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect your illusory double identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until the card is moved or the illusion is dispelled. When the illusion ends, the card's face becomes blank, and the card becomes nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6009,7 +6009,7 @@ "fields": { "name": "Deepchill Orb", "desc": "This fist-sized sphere of blue quartz emits cold. If placed in a container with a capacity of up to 5 cubic feet, it keeps the internal temperature of the container at a consistent 40 degrees Fahrenheit. This can keep liquids chilled, preserve cooked foods for up to 1 week, raw meats for up to 3 days, and fruits and vegetables for weeks. If you hold the orb without gloves or other insulating method, you take 1 cold damage each minute you hold it. At the GM's discretion, the orb's cold can be applied to other uses, such as keeping it in contact with a hot item to cool down the item enough to be handled, wrapping it and using it as a cooling pad to bring down fever or swelling, or similar.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6028,7 +6028,7 @@ "fields": { "name": "Defender Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6047,7 +6047,7 @@ "fields": { "name": "Deserter's Boots", "desc": "While you wear these boots, your walking speed increases by 10 feet, and you gain a +1 bonus to Dexterity saving throws.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6066,7 +6066,7 @@ "fields": { "name": "Devil Shark Mask", "desc": "When you wear this burgundy face covering, it transforms your face into a shark-like visage, and the mask sprouts wicked horns. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls with this magic bite. In addition, you have advantage on Charisma (Intimidation) checks while wearing this mask.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6085,7 +6085,7 @@ "fields": { "name": "Devilish Doubloon", "desc": "This gold coin bears the face of a leering devil on the obverse. If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn't reappear, and you can be restored to life only by means of a true resurrection or wish spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6104,7 +6104,7 @@ "fields": { "name": "Devil's Barb", "desc": "This thin wand is fashioned from the fiendish quill of a barbed devil. While attuned to it, you have resistance to cold damage. The wand has 6 charges for the following properties. It regains 1d6 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into cinders and is destroyed. Hurl Flame. While holding the wand, you can expend 2 charges as an action to hurl a ball of devilish flame at a target you can see within 150 feet of you. The target must succeed on a DC 15 Dexterity check or take 3d6 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Devil's Sight. While holding the wand, you can expend 1 charge as an action to cast the darkvision spell on yourself. Magical darkness doesn't impede this darkvision.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6123,7 +6123,7 @@ "fields": { "name": "Digger Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6142,7 +6142,7 @@ "fields": { "name": "Dimensional Net", "desc": "Woven from the hair of celestials and fiends, this shimmering iridescent net can subdue and capture otherworldly creatures. You have a +1 bonus to attack rolls with this magic weapon. In addition to the normal effects of a net, this net prevents any Large or smaller aberration, celestial, or fiend hit by it from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. When such a creature is bound in this way, a creature must succeed on a DC 30 Strength (Athletics) check to free the bound creature. The net has immunity to damage dealt by the bound creature, but another creature can deal 20 slashing damage to the net and free the bound creature, ending the effect. The net has AC 15 and 30 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the net drops to 0 hit points, it is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6161,7 +6161,7 @@ "fields": { "name": "Dirgeblade", "desc": "This weapon is an exquisitely crafted rapier set in a silver and leather scabbard. The blade glows a faint stormy blue and is encircled by swirling wisps of clouds. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon, when unsheathed, sheds dim blue light in a 20-foot radius. When you hit a creature with it, you can expend 1 Bardic Inspiration to impart a sense of overwhelming grief in the target. A creature affected by this grief must succeed on a DC 15 Wisdom saving throw or fall prone and become incapacitated by sadness until the end of its next turn. Once a month under an open sky, you can use a bonus action to speak this magic sword's command word and cause the sword to sing a sad dirge. This dirge conjures heavy rain (or snow in freezing temperatures) in the region for 2d6 hours. The precipitation falls in an X-mile radius around you, where X is equal to your level.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6180,7 +6180,7 @@ "fields": { "name": "Dirk of Daring", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the dagger, you have advantage on saving throws against being frightened.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6199,7 +6199,7 @@ "fields": { "name": "Distracting Doubloon", "desc": "This gold coin is plain and matches the dominant coin of the region. Typically, 2d6 distracting doubloons are found together. You can use an action to toss the coin up to 20 feet. The coin bursts into a flash of golden light on impact. Each creature within a 15-foot radius of where the coin landed must succeed on a DC 11 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the coin for 1 minute. If an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. At the end of the duration, the coin crumbles to dust and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6218,7 +6218,7 @@ "fields": { "name": "Djinn Vessel", "desc": "A rough predecessor to the ring of djinni summoning and the ring elemental command, this clay vessel is approximately a foot long and half as wide. An iron stopper engraved with a rune of binding seals its entrance. If the vessel is empty, you can use an action to remove the stopper and cast the banishment spell (save DC 15) on a celestial, elemental, or fiend within 60 feet of you. At the end of the spell's duration, if the target is an elemental, it is trapped in this vessel. While trapped, the elemental can take no actions, but it is aware of occurrences outside of the vessel and of other djinn vessels. You can use an action to remove the vessel's stopper and release the elemental the vessel contains. Once released, the elemental acts in accordance with its normal disposition and alignment.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6237,7 +6237,7 @@ "fields": { "name": "Doppelganger Ointment", "desc": "This ceramic jar contains 1d4 + 1 doses of a thick, creamy substance that smells faintly of pork fat. The jar and its contents weigh 1/2 a pound. Applying a single dose to your body takes 1 minute. For 24 hours or until it is washed off with an alcohol solution, you can change your appearance, as per the Change Appearance option of the alter self spell. For the duration, you can use a bonus action to return to your normal form, and you can use an action to return to the form of the mimicked creature. If you add a piece of a specific creature (such as a single hair, nail paring, or drop of blood), the ointment becomes more powerful allowing you to flawlessly imitate that creature, as long as its body shape is humanoid and within one size category of your own. While imitating that creature, you have advantage on Charisma checks made to convince others you are that specific creature, provided they didn't see you change form.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6256,7 +6256,7 @@ "fields": { "name": "Dragonstooth Blade", "desc": "This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon's properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below. When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon. | d6 | Damage Type | Dragon Type |\n| --- | ----------- | ------------------- |\n| 1 | Acid | Black or Copper |\n| 2 | Fire | Brass, Gold, or Red |\n| 3 | Poison | Green |\n| 4 | Lightning | Blue or Bronze |\n| 5 | Cold | Silver or White |\n| 6 | Necrotic | Undead |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6275,7 +6275,7 @@ "fields": { "name": "Draught of Ambrosia", "desc": "The liquid in this tiny vial is golden and has a heady, floral scent. When you drink the draught, it fortifies your body and mind, removing any infirmity caused by old age. You stop aging and are immune to any magical and nonmagical aging effects. The magic of the ambrosia lasts ten years, after which time its power fades, and you are once again subject to the ravages of time and continue aging.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6294,7 +6294,7 @@ "fields": { "name": "Draught of the Black Owl", "desc": "When you drink this potion, you transform into a black-feathered owl for 1 hour. This effect works like the polymorph spell, except you can take only the form of an owl. While you are in the form of an owl, you retain your Intelligence, Wisdom, and Charisma scores. If you are a druid with the Wild Shape feature, you can transform into a giant owl instead. Drinking this potion doesn't expend a use of Wild Shape.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6313,7 +6313,7 @@ "fields": { "name": "Dread Scarab", "desc": "The abdomen of this beetleshaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature. While wearing this brooch, you gain the following benefits:\n- You have advantage on saving throws against spells.\n- The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6332,7 +6332,7 @@ "fields": { "name": "Dust of Desiccation", "desc": "This small packet contains soot-like dust. There is enough of it for one use. When you use an action to blow the choking dust from your palm, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw can't speak until the end of its next turn as it chokes on the dust. Alternatively, you can use an action to throw the dust into the air, affecting yourself and each creature within 30 feet of you with the dust.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6351,7 +6351,7 @@ "fields": { "name": "Dust of Muffling", "desc": "You can scatter this fine, silvery-gray dust on the ground as an action, covering a 10-foot-square area. There is enough dust in one container for up to 5 uses. When a creature moves over an area covered in the dust, it has advantage on Dexterity (Stealth) checks to remain unheard. The effect remains until the dust is swept up, blown away, or tracked away by the traffic of eight or more creatures passing through the area.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6370,7 +6370,7 @@ "fields": { "name": "Dust of the Dead", "desc": "This stoppered vial is filled with dust and ash. There is enough of it for one use. When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up. If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6389,7 +6389,7 @@ "fields": { "name": "Eagle Cape", "desc": "The exterior of this silk cape is lined with giant eagle feathers. When you fall while wearing this cape, you descend 60 feet per round, take no damage from falling, and always land on your feet. In addition, you can use an action to speak the cloak's command word. This turns the cape into a pair of eagle wings which give you a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. When the wings revert back to a cape, you can't use the cape in this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6408,7 +6408,7 @@ "fields": { "name": "Earrings of the Agent", "desc": "Aside from a minor difference in size, these simple golden hoops are identical to one another. Each hoop has 1 charge and provides a different magical effect. Each hoop regains its expended charge daily at dawn. You must be wearing both hoops to use the magic of either hoop.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6427,7 +6427,7 @@ "fields": { "name": "Earrings of the Eclipse", "desc": "These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6446,7 +6446,7 @@ "fields": { "name": "Earrings of the Storm Oyster", "desc": "The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits:\n- You have resistance to lightning and thunder damage.\n- You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear.\n- You can't be deafened.\n- You can breathe air and water. - As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6465,7 +6465,7 @@ "fields": { "name": "Ebon Shards", "desc": "These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6484,7 +6484,7 @@ "fields": { "name": "Efficacious Eyewash", "desc": "This clear liquid glitters with miniscule particles of light. A bottle of this potion contains 6 doses, and its lid comes with a built-in dropper. You can use an action to apply 1 dose to the eyes of a blinded creature. The blinded condition is suppressed for 2d4 rounds. If the blinded condition has a duration, subtract those rounds from the total duration; if doing so reduces the overall duration to 0 rounds or less, then the condition is removed rather than suppressed. This eyewash doesn't work on creatures that are naturally blind, such as grimlocks, or creatures blinded by severe damage or removal of their eyes.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6503,7 +6503,7 @@ "fields": { "name": "Eldritch Rod", "desc": "This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod's magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6522,7 +6522,7 @@ "fields": { "name": "Elemental Wraps", "desc": "These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6541,7 +6541,7 @@ "fields": { "name": "Elixir of Corruption", "desc": "This elixir looks, smells, and tastes like a potion of heroism; however, it is actually a poisonous elixir masked by illusion magic. An identify spell reveals its true nature. If you drink it, you must succeed on a DC 15 Constitution saving throw or be corrupted by the diabolical power within the elixir for 1 week. While corrupted, you lose immunity to diseases, poison damage, and the poisoned condition. If you aren't normally immune to poison damage, you instead have vulnerability to poison damage while corrupted. The corruption can be removed with greater restoration or similar magic.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6560,7 +6560,7 @@ "fields": { "name": "Elixir of Deep Slumber", "desc": "The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can't be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6579,7 +6579,7 @@ "fields": { "name": "Elixir of Focus", "desc": "This deep amber concoction seems to glow with an inner light. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, then the elixir's effect ends.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6598,7 +6598,7 @@ "fields": { "name": "Elixir of Mimicry", "desc": "When you drink this sweet, oily, black liquid, you can imitate the voice of a single creature that you have heard speak within the past 24 hours. The effects last for 3 minutes.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6617,7 +6617,7 @@ "fields": { "name": "Elixir of Oracular Delirium", "desc": "This pearlescent fluid perpetually swirls inside its container with a slow kaleidoscopic churn. When you drink this potion, you can cast the guidance spell for 1 hour at will. You can end this effect early as an action and gain the effects of the augury spell. If you do, you are afflicted with short-term madness after learning the spell's results.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6636,7 +6636,7 @@ "fields": { "name": "Elixir of Spike Skin", "desc": "Slivers of bone float in the viscous, gray liquid inside this vial. When you drink this potion, bone-like spikes protrude from your skin for 1 hour. Each time a creature hits you with a melee weapon attack while within 5 feet of you, it must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage from the spikes. In addition, while you are grappling a creature or while a creature is grappling you, it takes 1d4 piercing damage at the start of your turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6655,7 +6655,7 @@ "fields": { "name": "Elixir of the Clear Mind", "desc": "This cerulean blue liquid sits calmly in its flask even when jostled or shaken. When you drink this potion, you have advantage on Wisdom checks and saving throws for 1 hour. For the duration, if you fail a saving throw against an enchantment or illusion spell or similar magic effect, you can choose to succeed instead. If you do, you draw upon all the potion's remaining power, and its effects end immediately thereafter.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6674,7 +6674,7 @@ "fields": { "name": "Elixir of the Deep", "desc": "This thick, green, swirling liquid tastes like salted mead. For 1 hour after drinking this elixir, you can breathe underwater, and you can see clearly underwater out to a range of 60 feet. The elixir doesn't allow you to see through magical darkness, but you can see through nonmagical clouds of silt and other sedimentary particles as if they didn't exist. For the duration, you also have advantage on saving throws against the spells and other magical effects of fey creatures native to water environments, such as a Lorelei (see Tome of Beasts) or Water Horse (see Creature Codex).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6693,7 +6693,7 @@ "fields": { "name": "Elixir of Wakefulness", "desc": "This effervescent, crimson liquid is commonly held in a thin, glass vial capped in green wax. When you drink this elixir, its effects last for 8 hours. While the elixir is in effect, you can't fall asleep by normal means. You have advantage on saving throws against effects that would put you to sleep. If you are affected by the sleep spell, your current hit points are considered 10 higher when determining the effects of the spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6712,7 +6712,7 @@ "fields": { "name": "Elk Horn Rod", "desc": "This rod is fashioned from elk or reindeer horn. As an action, you can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including yourself. The bonus lasts 1 round. If you are holding the rod while performing the somatic component of a dispel magic spell or comparable magic, you have a +1 bonus on your spellcasting ability check.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6731,7 +6731,7 @@ "fields": { "name": "Encouraging Breastplate", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6750,7 +6750,7 @@ "fields": { "name": "Encouraging Chain Mail", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6769,7 +6769,7 @@ "fields": { "name": "Encouraging Chain Shirt", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6788,7 +6788,7 @@ "fields": { "name": "Encouraging Half Plate", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6807,7 +6807,7 @@ "fields": { "name": "Encouraging Hide Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6826,7 +6826,7 @@ "fields": { "name": "Encouraging Leather Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6845,7 +6845,7 @@ "fields": { "name": "Encouraging Padded Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6864,7 +6864,7 @@ "fields": { "name": "Encouraging Plate", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6883,7 +6883,7 @@ "fields": { "name": "Encouraging Ring Mail", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6902,7 +6902,7 @@ "fields": { "name": "Encouraging Scale Mail", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6921,7 +6921,7 @@ "fields": { "name": "Encouraging Splint", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6940,7 +6940,7 @@ "fields": { "name": "Encouraging Studded Leather", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6959,7 +6959,7 @@ "fields": { "name": "Enraging Ammunition", "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn't avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6978,7 +6978,7 @@ "fields": { "name": "Ensnaring Ammunition", "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6997,7 +6997,7 @@ "fields": { "name": "Entrenching Mattock", "desc": "You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem. As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7016,7 +7016,7 @@ "fields": { "name": "Everflowing Bowl", "desc": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7035,7 +7035,7 @@ "fields": { "name": "Explosive Orb of Obfuscation", "desc": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7054,7 +7054,7 @@ "fields": { "name": "Exsanguinating Blade", "desc": "This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: - You or a creature you touch with the blade regains 2d8 hit points. - The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7073,7 +7073,7 @@ "fields": { "name": "Extract of Dual-Mindedness", "desc": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7092,7 +7092,7 @@ "fields": { "name": "Eye of Horus", "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7111,7 +7111,7 @@ "fields": { "name": "Eye of the Golden God", "desc": "A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can't be frightened and you don't suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don't know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a 1d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn't hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7130,7 +7130,7 @@ "fields": { "name": "Eyes of the Outer Dark", "desc": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7149,7 +7149,7 @@ "fields": { "name": "Eyes of the Portal Masters", "desc": "While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7168,7 +7168,7 @@ "fields": { "name": "Fanged Mask", "desc": "This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack's damage dice double (for example, 1d4 becomes 2d4).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7187,7 +7187,7 @@ "fields": { "name": "Farhealing Bandages", "desc": "This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage's magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can't be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7206,7 +7206,7 @@ "fields": { "name": "Farmer Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7225,7 +7225,7 @@ "fields": { "name": "Fear-Eater's Mask", "desc": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7244,7 +7244,7 @@ "fields": { "name": "Fellforged Armor", "desc": "While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead, you can't cast it again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7263,7 +7263,7 @@ "fields": { "name": "Ferryman's Coins", "desc": "It is customary in many faiths to weight a corpse's eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death's river to the afterlife. Ferryman's coins, though, ensure the body stays in the ground regardless of the spirit's destination. These coins, which feature a death's head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse's closed lids and activate them with a simple prayer, they can't be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7282,7 +7282,7 @@ "fields": { "name": "Feysworn Contract", "desc": "This long scroll is written in flowing Elvish, the words flickering with a pale witchlight, and marked with the seal of a powerful fey or a fey lord or lady. When you use an action to present this scroll to a fey whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fey, negotiating a service from it in exchange for a reward. The fey is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fey, the truce is broken, and the creature can act normally. If the fey refuses the offer, it is free to take any actions it wishes. Should you and the fey reach an agreement that is satisfactory to both parties, you must sign the agreement and have the fey do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fey to the agreement until its service is rendered and the reward paid, at which point the scroll fades into nothingness. Fey are notoriously clever folk, and while they must adhere to the letter of any bargains they make, they always look for any advantage in their favor. If either party breaks the bargain, that creature immediately takes 10d6 poison damage, and the charter is destroyed, ending the contract.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7301,7 +7301,7 @@ "fields": { "name": "Fiendish Charter", "desc": "This long scroll bears the mark of a powerful creature of the Lower Planes, whether an archduke of Hell, a demon lord of the Abyss, or some other powerful fiend or evil deity. When you use an action to present this scroll to a fiend whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fiend, negotiating a service from it in exchange for a reward. The fiend is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fiend, the truce is broken, and the creature can act normally. If the fiend refuses the offer, it is free to take any actions it wishes. Should you and the fiend reach an agreement that is satisfactory to both parties, you must sign the charter in blood and have the fiend do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fiend to the agreement until its service is rendered and the reward paid, at which point the scroll ignites and burns into ash. The contract's wording should be carefully considered, as fiends are notorious for finding loopholes or adhering to the letter of the agreement to their advantage. If either party breaks the bargain, that creature immediately takes 10d6 necrotic damage, and the charter is destroyed, ending the contract.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7320,7 +7320,7 @@ "fields": { "name": "Figurehead of Prowess", "desc": "A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. \nAlbatross (Uncommon). While this figurehead is mounted on a ship, the ship’s pilot can double its proficiency bonus with navigator’s tools when navigating the ship. In addition, the ship’s pilot doesn’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot’s vision. \nBasilisk (Uncommon). While this figurehead is mounted on a ship, the ship’s AC increases by 2. \nDragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship’s damage threshold increases by 5. If the ship doesn’t normally have a damage threshold, it gains a damage threshold of 5. \nKraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship’s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship’s ropes have been animated for a total of 10 minutes, the figurehead’s magic ceases to function until the next dawn. \nManta Ray (Rare). While this figurehead is mounted on a ship, the ship’s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it. \nNarwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check. \nOctopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead’s magic ceases to function until the next dawn. \nSphinx (Legendary). This figurehead can be mounted only on a ship that isn’t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead’s magic ceases to function until the next dawn. \nXorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn’t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead’s magic ceases to function until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7339,7 +7339,7 @@ "fields": { "name": "Figurine of Wondrous Power (Amber Bee)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7358,7 +7358,7 @@ "fields": { "name": "Figurine of Wondrous Power (Basalt Cockatrice)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7377,7 +7377,7 @@ "fields": { "name": "Figurine of Wondrous Power (Coral Shark)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7396,7 +7396,7 @@ "fields": { "name": "Figurine of Wondrous Power (Hematite Aurochs)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7415,7 +7415,7 @@ "fields": { "name": "Figurine of Wondrous Power (Lapis Camel)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7434,7 +7434,7 @@ "fields": { "name": "Figurine of Wondrous Power (Marble Mistwolf)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7453,7 +7453,7 @@ "fields": { "name": "Figurine of Wondrous Power (Tin Dog)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7472,7 +7472,7 @@ "fields": { "name": "Figurine of Wondrous Power (Violet Octopoid)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7491,7 +7491,7 @@ "fields": { "name": "Firebird Feather", "desc": "This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn't use oxygen. While holding the feather, you can tolerate temperatures as low as –50 degrees Fahrenheit. Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a –1 penalty on the saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7510,7 +7510,7 @@ "fields": { "name": "Flag of the Cursed Fleet", "desc": "This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard. \nCursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life. \nCursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it. \nUnholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn’t destroyed, no matter its CR. In addition, the captain and crew can’t be frightened while aboard a vessel flying this flag. \nWhen a creature that isn’t a construct or undead and isn’t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7529,7 +7529,7 @@ "fields": { "name": "Flash Bullet", "desc": "When you hit a creature with a ranged attack using this shiny, polished stone, it releases a sudden flash of bright light. The target takes damage as normal and must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7548,7 +7548,7 @@ "fields": { "name": "Flask of Epiphanies", "desc": "This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask's contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7567,7 +7567,7 @@ "fields": { "name": "Fleshspurned Mask", "desc": "This mask features inhumanly sized teeth similar in appearance to the toothy ghost known as a Fleshspurned (see Tome of Beasts 2). It has a strap fashioned from entwined strands of sinew, and it fits easily over your face with no need to manually adjust the strap. While wearing this mask, you can use its teeth to make unarmed strikes. When you hit with it, the teeth deal necrotic damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. In addition, if the target has the Incorporeal Movement trait, you deal necrotic damage equal to 2d6 + your Strength modifier instead. Such targets don't have resistance or immunity to the necrotic damage you deal with this attack. If you kill a creature with your teeth, you gain temporary hit points equal to double the creature's challenge rating (minimum of 1).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7586,7 +7586,7 @@ "fields": { "name": "Flood Charm", "desc": "This smooth, blue-gray stone is carved with stylized waves or rows of wavy lines. When you are in water too deep to stand, the charm activates. You automatically become buoyant enough to float to the surface unless you are grappled or restrained. If you are unable to surface—such as if you are grappled or restrained, or if the water completely fills the area—the charm surrounds you with a bubble of breathable air that lasts for 5 minutes. At the end of the air bubble's duration, or when you leave the water, the charm's effects end and it becomes a nonmagical stone.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7605,7 +7605,7 @@ "fields": { "name": "Flute of Saurian Summoning", "desc": "This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must be proficient with wind instruments to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can't be used to conjure dinosaurs again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7624,7 +7624,7 @@ "fields": { "name": "Fly Whisk of Authority", "desc": "If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can't use the fly whisk this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7643,7 +7643,7 @@ "fields": { "name": "Fog Stone", "desc": "This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7662,7 +7662,7 @@ "fields": { "name": "Forgefire Maul", "desc": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7681,7 +7681,7 @@ "fields": { "name": "Forgefire Warhammer", "desc": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7700,7 +7700,7 @@ "fields": { "name": "Fountmail", "desc": "This armor is a dazzling white suit of chain mail with an alabaster-colored steel collar that covers part of the face. You gain a +3 bonus to AC while you wear this armor. In addition, you gain the following benefits: - You add your Strength and Wisdom modifiers in addition to your Constitution modifier on all rolls when spending Hit Die to recover hit points. - You can't be frightened. - You have resistance to necrotic damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7719,7 +7719,7 @@ "fields": { "name": "Freerunner Rod", "desc": "Tightly intertwined lengths of grass, bound by additional stiff, knotted blades of grass, form this rod, which is favored by plains-dwelling druids and rangers. While holding it and in grasslands, you leave behind no tracks or other traces of your passing, and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, beasts with an Intelligence of 3 or lower that are native to grasslands must succeed on a DC 15 Charisma saving throw to attack you. The rod has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod collapses into a pile of grass seeds and is destroyed. Among the grass seeds are 1d10 berries, consumable as if created by the goodberry spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7738,7 +7738,7 @@ "fields": { "name": "Frost Pellet", "desc": "Fashioned from the stomach lining of a Devil Shark (see Creature Codex), this rubbery pellet is cold to the touch. When you consume the pellet, you feel bloated, and you are immune to cold damage for 1 hour. Once before the duration ends, you can expel a 30-foot cone of cold water. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, the creature takes 6d8 cold damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and isn't pushed away.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7757,7 +7757,7 @@ "fields": { "name": "Frostfire Lantern", "desc": "While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern's flame has burned for 1 hour, it can't be lit again until the next dawn. You can extinguish the lantern's flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern's total burn time. When a creature enters the lantern's light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern's light.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7776,7 +7776,7 @@ "fields": { "name": "Frungilator", "desc": "This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges and regains 1d4 + 1 charges daily at dusk. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does…something. Roll a d10 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic, greater restoration, or more powerful magic. | d10 | Frungilator Effect |\n| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 1 | Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. |\n| 2 | The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). |\n| 3 | Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 4 | The target's blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. |\n| 5 | The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. |\n| 6 | The target begins speaking in backwards fey speech for 10 minutes. While speaking this way, the target can't verbally communicate with creatures that aren't fey, and the target can't cast spells with verbal components. |\n| 7 | Golden flowers bloom across the target's body. It is blinded until the end of its next turn. |\n| 8 | The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. |\n| 9 | The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. |\n| 10 | A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful one. |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7795,7 +7795,7 @@ "fields": { "name": "Fulminar Bracers", "desc": "Stylized etchings of cat-like lightning elementals known as Fulminars (see Creature Codex) cover the outer surfaces of these solid silver bracers. While wearing these bracers, lightning crackles harmless down your hands, and you have resistance to lightning damage and thunder damage. The bracers have 3 charges. You can use an action to expend 1 charge to create lightning shackles that bind up to two creatures you can see within 60 feet of you. Each target must make a DC 15 Dexterity saving throw. On a failure, a target takes 4d6 lightning damage and is restrained for 1 minute. On a success, the target takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bracers regain all expended charges daily at dawn. The bracers also regain 1 charge each time you take 10 lightning damage while wearing them.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7814,7 +7814,7 @@ "fields": { "name": "Gale Javelin", "desc": "The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 13 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone. In addition, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone. The javelin's property can't be used again until the next dawn. In the meantime, it can still be used as a magic weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7833,7 +7833,7 @@ "fields": { "name": "Garments of Winter's Knight", "desc": "This white-and-blue outfit is designed in the style of fey nobility and maximized for both movement and protection. The multiple layers and snow-themed details of this garb leave no doubt that whoever wears these clothes is associated with the winter queen of faerie. You gain the following benefits while wearing the outfit: - If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\n- Whenever a creature within 5 feet of you hits you with a melee attack, the cloth steals heat from the surrounding air, and the attacker takes 2d8 cold damage.\n- You can't be charmed, and you are immune to cold damage.\n- You can use a bonus action to extend your senses outward to detect the presence of fey. Until the start of your next turn, you know the location of any fey within 60 feet of you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7852,7 +7852,7 @@ "fields": { "name": "Gauntlet of the Iron Sphere", "desc": "This heavy gauntlet is adorned with an onyx. While wearing this gauntlet, your unarmed strikes deal 1d8 bludgeoning damage, instead of the damage normal for an unarmed strike, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, your unarmed strikes deal double damage to objects and structures. If you hold a pound of raw iron ore in your hand while wearing the gauntlet, you can use an action to speak the gauntlet's command word and conjure an Iron Sphere (see Creature Codex). The iron sphere remains for 1 hour or until it dies. It is friendly to you and your companions. Roll initiative for the iron sphere, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the iron sphere, it defends itself from hostile creatures but otherwise takes no actions. The gauntlet can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7871,7 +7871,7 @@ "fields": { "name": "Gazebo of Shade and Shelter", "desc": "You can use an action to place this 3-inch sandstone gazebo statuette on the ground and speak its command word. Over the next 5 minutes, the sandstone gazebo grows into a full-sized gazebo that remains for 8 hours or until you speak the command word that returns it to a sandstone statuette. The gazebo's posts are made of palm tree trunks, and its roof is made of palm tree fronds. The floor is level, clean, dry and made of palm fronds. The atmosphere inside the gazebo is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The gazebo's walls are opaque from the outside, appearing wooden, but they are transparent from the inside, appearing much like sheer fabric. When activated, the gazebo has an opening on the side facing you. The opening is 5 feet wide and 10 feet tall and opens and closes at your command, which you can speak as a bonus action while within 10 feet of the opening. Once closed, the opening is immune to the knock spell and similar magic, such as that of a chime of opening. The gazebo is 20 feet in diameter and is 10 feet tall. It is made of sandstone, despite its wooden appearance, and its magic prevents it from being tipped over. It has 100 hit points, immunity to nonmagical attacks excluding siege weapons, and resistance to all other damage. The gazebo contains crude furnishings: eight simple bunks and a long, low table surrounded by eight mats. Three of the wall posts bear fruit: one coconut, one date, and one fig. A small pool of clean, cool water rests at the base of a fourth wall post. The trees and the pool of water provide enough food and water for up to 10 people. Furnishings and other objects within the gazebo dissipate into smoke if removed from the gazebo. When the gazebo returns to its statuette form, any creatures inside it are expelled into unoccupied spaces nearest to the gazebo's entrance. Once used, the gazebo can't be used again until the next dusk. If reduced to 0 hit points, the gazebo can't be used again until 7 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7890,7 +7890,7 @@ "fields": { "name": "Ghost Barding Breastplate", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7909,7 +7909,7 @@ "fields": { "name": "Ghost Barding Chain Mail", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7928,7 +7928,7 @@ "fields": { "name": "Ghost Barding Chain Shirt", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7947,7 +7947,7 @@ "fields": { "name": "Ghost Barding Half Plate", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7966,7 +7966,7 @@ "fields": { "name": "Ghost Barding Hide", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7985,7 +7985,7 @@ "fields": { "name": "Ghost Barding Leather", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8004,7 +8004,7 @@ "fields": { "name": "Ghost Barding Padded", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8023,7 +8023,7 @@ "fields": { "name": "Ghost Barding Plate", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8042,7 +8042,7 @@ "fields": { "name": "Ghost Barding Ring Mail", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8061,7 +8061,7 @@ "fields": { "name": "Ghost Barding Scale Mail", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8080,7 +8080,7 @@ "fields": { "name": "Ghost Barding Splint", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8099,7 +8099,7 @@ "fields": { "name": "Ghost Barding Studded Leather", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8118,7 +8118,7 @@ "fields": { "name": "Ghost Dragon Horn", "desc": "Scales from dead dragons cover this wooden, curved horn. You can use an action to speak the horn's command word and then blow the horn, which emits a blast in a 30-foot cone, containing shrieking spectral dragon heads. Each creature in the cone must make a DC 17 Wisdom saving throw. On a failure, a creature tales 5d10 psychic damage and is frightened of you for 1 minute. On a success, a creature takes half the damage and isn't frightened. Dragons have disadvantage on the saving throw and take 10d10 psychic damage instead of 5d10. A frightened target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If a dragon takes damage from the horn's shriek, the horn has a 20 percent chance of exploding. The explosion deals 10d10 psychic damage to the blower and destroys the horn. Once you use the horn, it can't be used again until the next dawn. If you kill a dragon while holding or carrying the horn, you regain use of the horn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8137,7 +8137,7 @@ "fields": { "name": "Ghost Thread", "desc": "Most of this miles-long strand of enchanted silk, created by phase spiders, resides on the Ethereal Plane. Only a few inches at either end exist permanently on the Material Plane, and those may be used as any normal string would be. Creatures using it to navigate can follow one end to the other by running their hand along the thread, which phases into the Material Plane beneath their grasp. If dropped or severed (AC 8, 1 hit point), the thread disappears back into the Ethereal Plane in 2d6 rounds.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8156,7 +8156,7 @@ "fields": { "name": "Ghoul Light", "desc": "This bullseye lantern sheds light as normal when a lit candle is placed inside of it. If the light shines on meat, no matter how toxic or rotten, for at least 10 minutes, the meat is rendered safe to eat. The lantern's magic doesn't improve the meat's flavor, but the light does restore the meat's nutritional value and purify it, rendering it free of poison and disease. In addition, when an undead creature ends its turn in the light, it takes 1 radiant damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8175,7 +8175,7 @@ "fields": { "name": "Ghoulbane Oil", "desc": "This rusty-red gelatinous liquid glistens with tiny sparkling crystal flecks. The oil can coat one weapon or 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, if a ghoul, ghast, or Darakhul (see Tome of Beasts) takes damage from the coated item, it takes an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8194,7 +8194,7 @@ "fields": { "name": "Ghoulbane Rod", "desc": "Arcane glyphs decorate the spherical head of this tarnished rod, while engravings of cracked and broken skulls and bones circle its haft. When an undead creature is within 120 feet of the rod, the rod's arcane glyphs emit a soft glow. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's glyphs flare to life and the rod's magic activates. When an undead creature enters or starts its turn within 30 feet of the planted rod, it must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls against creatures that aren't undead until the start of its next turn. If a ghoul fails this saving throw, it also takes a –2 penalty to AC and Dexterity saving throws, its speed is halved, and it can't use reactions. The rod's magic remains active while planted in the ground, and after it has been active for a total of 10 minutes, its magic ceases to function until the next dawn. A creature can use an action to pull the rod from the ground, ending the effect early for use at a later time. Deduct the time it was active in increments of 1 minute from the rod's total active time.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8213,7 +8213,7 @@ "fields": { "name": "Giggling Orb", "desc": "This glass sphere measures 3 inches in diameter and contains a swirling, yellow mist. You can use an action to throw the orb up to 60 feet. The orb shatters on impact and is destroyed. Each creature within a 20-foot-radius of where the orb landed must succeed on a DC 15 Wisdom saving throw or fall prone in fits of laughter, becoming incapacitated and unable to stand for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8232,7 +8232,7 @@ "fields": { "name": "Girdle of Traveling Alchemy", "desc": "This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids:\n- 2 flasks of alchemist's fire\n- 2 flasks of alchemist's ice*\n- 2 vials of acid - 2 jars of swarm repellent* - 1 vial of assassin's blood poison - 1 potion of climbing - 1 potion of healing Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they're transferred to another container before being used.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8251,7 +8251,7 @@ "fields": { "name": "Glamour Rings", "desc": "These rings are made from twisted loops of gold and onyx and are always found in pairs. The rings' magic works only while you and another humanoid of the same size each wear one ring and are on the same plane of existence. While wearing a ring, you or the other humanoid can use an action to swap your appearances, if both of you are willing. This effect works like the Change Appearance effect of the alter self spell, except you can change your appearance to only look identical to each other. Your clothing and equipment don't change, and the effect lasts until one of you uses this property again or until one of you removes the ring.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8270,7 +8270,7 @@ "fields": { "name": "Glass Wand of Leng", "desc": "The tip of this twisted clear glass wand is razorsharp. It can be wielded as a magic dagger that grants a +1 bonus to attack and damage rolls made with it. The wand weighs 4 pounds and is roughly 18 inches long. When you tap the wand, it emits a single, loud note which can be heard up to 20 feet away and does not stop sounding until you choose to silence it. This wand has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 17): arcane lock (2 charges), disguise self (1 charge), or tongues (3 charges).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8289,7 +8289,7 @@ "fields": { "name": "Glazed Battleaxe", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8308,7 +8308,7 @@ "fields": { "name": "Glazed Greataxe", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8327,7 +8327,7 @@ "fields": { "name": "Glazed Greatsword", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8346,7 +8346,7 @@ "fields": { "name": "Glazed Handaxe", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8365,7 +8365,7 @@ "fields": { "name": "Glazed Longsword", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8384,7 +8384,7 @@ "fields": { "name": "Glazed Rapier", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8403,7 +8403,7 @@ "fields": { "name": "Glazed Scimitar", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8422,7 +8422,7 @@ "fields": { "name": "Glazed Shortsword", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8441,7 +8441,7 @@ "fields": { "name": "Gliding Cloak", "desc": "By grasping the ends of the cloak while falling, you can glide up to 5 feet horizontally in any direction for every 1 foot you fall. You descend 60 feet per round but take no damage from falling while gliding in this way. A tailwind allows you to glide 10 feet per 1 foot descended, but a headwind forces you to only glide 5 feet per 2 feet descended.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8460,7 +8460,7 @@ "fields": { "name": "Gloomflower Corsage", "desc": "This black, six-petaled flower fits neatly on a garment's lapel or peeking out of a pocket. While wearing it, you have advantage on saving throws against being blinded, deafened, or frightened. While wearing the flower, you can use an action to speak one of three command words to invoke the corsage's power and cause one of the following effects: - When you speak the first command word, you gain blindsight out to a range of 120 feet for 1 hour.\n- When you speak the second command word, choose a target within 120 feet of you and make a ranged attack with a +7 bonus. On a hit, the target takes 3d6 psychic damage.\n- When you speak the third command word, your form shifts and shimmers. For 1 minute, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. Each time you use the flower, one of its petals curls in on itself. You can't use the flower if all of its petals are curled. The flower uncurls 1d6 petals daily at dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8479,7 +8479,7 @@ "fields": { "name": "Gloves of the Magister", "desc": "The backs of each of these black leather gloves are set with gold fittings as if to hold a jewel. While you wear the gloves, you can cast mage hand at will. You can affix an ioun stone into the fitting on a glove. While the stone is affixed, you gain the benefits of the stone as if you had it in orbit around your head. If you take an action to touch a creature, you can transfer the benefits of the ioun stone to that creature for 1 hour. While the creature is gifted the benefits, the stone turns gray and provides you with no benefits for the duration. You can use an action to end this effect and return power to the stone. The stone's benefits can also be dispelled from a creature as if they were a 7th-level spell. When the effect ends, the stone regains its color and provides you with its benefits once more.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8498,7 +8498,7 @@ "fields": { "name": "Gloves of the Walking Shade", "desc": "Each glove is actually comprised of three, black ivory rings (typically fitting the thumb, middle finger, and pinkie) which are connected to each other. The rings are then connected to an intricately-engraved onyx wrist cuff by a web of fine platinum chains and tiny diamonds. While wearing these gloves, you gain the following benefits: - You have resistance to necrotic damage.\n- You can spend one Hit Die during a short rest to remove one level of exhaustion instead of regaining hit points.\n- You can use an action to become a living shadow for 1 minute. For the duration, you can move through a space as narrow as 1 inch wide without squeezing, and you can take the Hide action as a bonus action while you are in dim light or darkness. Once used, this property of the gloves can't be used again until the next nightfall.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8517,7 +8517,7 @@ "fields": { "name": "Gnawing Spear", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you roll a 20 on an attack roll made with this spear, its head animates, grows serrated teeth, and lodges itself in the target. While the spear is lodged in the target and you are wielding the spear, the target is grappled by you. At the start of each of your turns, the spear twists and grinds, dealing 2d6 piercing damage to the grappled target. If you release the spear, it remains lodged in the target, dealing damage each round as normal, but the target is no longer grappled by you. While the spear is lodged in a target, you can't make attacks with it. A creature, including the restrained target, can take its action to remove the spear by succeeding on a DC 15 Strength check. The target takes 1d6 piercing damage when the spear is removed. You can use an action to speak the spear's command word, causing it to dislodge itself and fall into an unoccupied space within 5 feet of the target.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8536,7 +8536,7 @@ "fields": { "name": "Goblin Shield", "desc": "This shield resembles a snarling goblin's head. It has 3 charges and regains 1d3 expended charges daily at dawn. While wielding this shield, you can use a bonus action to expend 1 charge and command the goblin's head to bite a creature within 5 feet of you. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. On a hit, the target takes 2d4 piercing damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8555,7 +8555,7 @@ "fields": { "name": "Goggles of Firesight", "desc": "The lenses of these combination fleshy and plantlike goggles extend a few inches away from the goggles on a pair of tentacles. While wearing these lenses, you can see through lightly obscured and heavily obscured areas without your vision being obscured, if those areas are obscured by fire, smoke, or fog. Other effects that would obscure your vision, such as rain or darkness, affect you normally. When you fail a saving throw against being blinded, you can use a reaction to call on the power within the goggles. If you do so, you succeed on the saving throw instead. The goggles can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8574,7 +8574,7 @@ "fields": { "name": "Goggles of Shade", "desc": "While wearing these dark lenses, you have advantage on Charisma (Deception) checks. If you have the Sunlight Sensitivity trait and wear these goggles, you no longer suffer the penalties of Sunlight Sensitivity while in sunlight.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8593,7 +8593,7 @@ "fields": { "name": "Golden Bolt", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow doesn't have the loading property, and it doesn't require ammunition. Immediately after firing a bolt from this weapon, another golden bolt forms to take its place.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8612,7 +8612,7 @@ "fields": { "name": "Gorgon Scale", "desc": "The iron scales of this armor have a green-tinged iridescence. While wearing this armor, you gain a +1 bonus to AC, and you have immunity to the petrified condition. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can use a bonus action to imbue the hit with some of the armor's petrifying magic. The target must make a DC 15 Constitution saving throw. On a failed save, the target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8631,7 +8631,7 @@ "fields": { "name": "Granny Wax", "desc": "Normally found in a small glass jar containing 1d3 doses, this foul-smelling, greasy yellow substance is made by hags in accordance with an age-old secret recipe. You can use an action to rub one dose of the wax onto an ordinary broom or wooden stick and transform it into a broom of flying for 1 hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8650,7 +8650,7 @@ "fields": { "name": "Grasping Cap", "desc": "This cap is a simple, blue silk hat with a goose feather trim. While wearing this cap, you have advantage on Strength (Athletics) checks made to climb, and the cap deflects the first ranged attack made against you each round. In addition, when a creature attacks you while within 30 feet of you, it is illuminated and sheds red-hued dim light in a 50-foot radius until the end of its next turn. Any attack roll against an illuminated creature has advantage if the attacker can see it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8669,7 +8669,7 @@ "fields": { "name": "Grasping Cloak", "desc": "Made of strips of black leather, this cloak always shines as if freshly oiled. The strips writhe and grasp at nearby creatures. While wearing this cloak, you can use a bonus action to command the strips to grapple a creature no more than one size larger than you within 5 feet of you. The strips make the grapple attack roll with a +7 bonus. On a hit, the target is grappled by the cloak, leaving your hands free to perform other tasks or actions that require both hands. However, you are still considered to be grappling a creature, limiting your movement as normal. The cloak can grapple only one creature at a time. Alternatively, you can use a bonus action to command the strips to aid you in grappling. If you do so, you have advantage on your next attack roll made to grapple a creature. While grappling a creature in this way, you have advantage on the contested check if a creature attempts to escape your grapple.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8688,7 +8688,7 @@ "fields": { "name": "Grasping Shield", "desc": "The boss at the center of this shield is a hand fashioned of metal. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8707,7 +8707,7 @@ "fields": { "name": "Grave Reagent", "desc": "This luminous green concoction creates an undead servant. If you spend 1 minute anointing the corpse of a Small or Medium humanoid, this arcane solution imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie under your control (the GM has the zombie's statistics). On each of your turns, you can use a bonus action to verbally command the zombie if it is within 60 feet of you. You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you've given it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8726,7 +8726,7 @@ "fields": { "name": "Grave Ward Breastplate", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8745,7 +8745,7 @@ "fields": { "name": "Grave Ward Chain Mail", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8764,7 +8764,7 @@ "fields": { "name": "Grave Ward Chain Shirt", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8783,7 +8783,7 @@ "fields": { "name": "Grave Ward Half Plate", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8802,7 +8802,7 @@ "fields": { "name": "Grave Ward Hide", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8821,7 +8821,7 @@ "fields": { "name": "Grave Ward Leather", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8840,7 +8840,7 @@ "fields": { "name": "Grave Ward Padded", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8859,7 +8859,7 @@ "fields": { "name": "Grave Ward Plate", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8878,7 +8878,7 @@ "fields": { "name": "Grave Ward Ring Mail", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8897,7 +8897,7 @@ "fields": { "name": "Grave Ward Scale Mail", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8916,7 +8916,7 @@ "fields": { "name": "Grave Ward Splint", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8935,7 +8935,7 @@ "fields": { "name": "Grave Ward Studded Leather", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8954,7 +8954,7 @@ "fields": { "name": "Greater Potion of Troll Blood", "desc": "When drink this potion, you regain 3 hit points at the start of each of your turns. After it has restored 30 hit points, the potion's effects end.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8973,7 +8973,7 @@ "fields": { "name": "Greater Scroll of Conjuring", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8992,7 +8992,7 @@ "fields": { "name": "Greatsword of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9011,7 +9011,7 @@ "fields": { "name": "Greatsword of Volsung", "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9030,7 +9030,7 @@ "fields": { "name": "Green Mantle", "desc": "This garment is made of living plants—mosses, vines, and grasses—interwoven into a light, comfortable piece of clothing. When you attune to this mantle, it forms a symbiotic relationship with you, sinking roots beneath your skin. While wearing the mantle, your hit point maximum is reduced by 5, and you gain the following benefits: - If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.\n- You have resistance to radiant damage.\n- You have immunity to the poisoned condition and poison damage that originates from a plant, moss, fungus, or plant creature.\n- As an action, you cause the mantle to produce 6 berries. It can have no more than 12 berries on it at one time. The berries have the same effect as berries produced by the goodberry spell. Unlike the goodberry spell, the berries retain their potency as long as they are not picked from the mantle. Once used, this property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9049,7 +9049,7 @@ "fields": { "name": "Gremlin's Paw", "desc": "This wand is fashioned from the fossilized forearm and claw of a gremlin. The wand has 5 charges. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), or hideous laughter (1 charge). The wand regains 1d4 + 1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 20, you must succeed on a DC 15 Wisdom saving throw or become afflicted with short-term madness. On a 1, the rod crumbles into ashes and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9068,7 +9068,7 @@ "fields": { "name": "Grifter's Deck", "desc": "When you deal a card from this slightly greasy, well-used deck, you can choose any specific card to be on top of the deck, assuming it hasn't already been dealt. Alternatively, you can choose a general card of a specific value or suit that hasn't already been dealt.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9087,7 +9087,7 @@ "fields": { "name": "Grim Escutcheon", "desc": "This blackened iron shield is adorned with the menacing relief of a monstrously gaunt skull. You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. While holding this shield, you can use a bonus action to speak its command word to cast the fear spell (save DC 13). The shield can't be used this way again until the next dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9106,7 +9106,7 @@ "fields": { "name": "Gritless Grease", "desc": "This small, metal jar, 3 inches in diameter, holds 1d4 + 1 doses of a pungent waxy oil. As an action, one dose can be applied to or swallowed by a clockwork creature or device. The clockwork creature or device ignores difficult terrain, and magical effects can't reduce its speed for 8 hours. As an action, the clockwork creature, or a creature holding a clockwork device, can gain the effect of the haste spell until the end of its next turn (no concentration required). The effects of the haste spell melt the grease, ending all its effects at the end of the spell's duration.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9125,7 +9125,7 @@ "fields": { "name": "Hair Pick of Protection", "desc": "This hair pick has glittering teeth that slide easily into your hair, making your hair look perfectly coiffed and battle-ready. Though typically worn in hair, you can also wear the pick as a brooch or cloak clasp. While wearing this pick, you gain a +2 bonus to AC, and you have advantage on saving throws against spells. In addition, the pick magically boosts your self-esteem and your confidence in your ability to overcome any challenge, making you immune to the frightened condition.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9144,7 +9144,7 @@ "fields": { "name": "Half Plate of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9163,7 +9163,7 @@ "fields": { "name": "Half Plate of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9182,7 +9182,7 @@ "fields": { "name": "Half Plate of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9201,7 +9201,7 @@ "fields": { "name": "Hallowed Effigy", "desc": "This foot-long totem, crafted from the bones and skull of a Tiny woodland beast bound in thin leather strips, serves as a boon for you and your allies and as a stinging trap to those who threaten you. The totem has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If the last charge is expended, it can't regain charges again until a druid performs a 24-hour ritual, which involves the sacrifice of a Tiny woodland beast. You can use an action to secure the effigy on any natural organic substrate (such as dirt, mud, grass, and so on). While secured in this way, it pulses with primal energy on initiative count 20 each round, expending 1 charge. When it pulses, you and each creature friendly to you within 15 feet of the totem regains 1d6 hit points, and each creature hostile to you within 15 feet of the totem must make a DC 15 Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It continues to pulse each round until you pick it up, it runs out of charges, or it is destroyed. The totem has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If it drops to 0 hit points, it is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9220,7 +9220,7 @@ "fields": { "name": "Hallucinatory Dust", "desc": "This small packet contains black pollen from a Gloomflower (see Creature Codex). Hazy images swirl around the pollen when observed outside the packet. There is enough of it for one use. When you use an action to blow the dust from your palm, each creature in a 30-foot cone must make a DC 15 Wisdom saving throw. On a failure, a creature sees terrible visions, manifesting its fears and anxieties for 1 minute. While affected, it takes 2d6 psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than you or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature becomes incapacitated until the end of its next turn as the visions fill its mind then quickly fade. A creature reduced to 0 hit points by the dust's psychic damage falls unconscious and is stable. When the creature regains consciousness, it is permanently plagued by hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9239,7 +9239,7 @@ "fields": { "name": "Hammer of Decrees", "desc": "This adamantine hammer was part of a set of smith's tools used to create weapons of law for an ancient dwarven civilization. It is pitted and appears damaged, and its oak handle is split and bound with cracking hide. While attuned to this hammer, you have advantage on ability checks using smith's tools, and the time it takes you to craft an item with your smith's tools is halved.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9258,7 +9258,7 @@ "fields": { "name": "Hammer of Throwing", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you throw the hammer, it returns to your hand at the end of your turn. If you have no hand free, it falls to the ground at your feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9277,7 +9277,7 @@ "fields": { "name": "Handy Scroll Quiver", "desc": "This belt quiver is wide enough to pass a rolled scroll through the opening. Containing an extra dimensional space, the quiver can hold up to 25 scrolls and weighs 1 pound, regardless of its contents. Placing a scroll in the quiver follows the normal rules for interacting with objects. Retrieving a scroll from the quiver requires you to use an action. When you reach into the quiver for a specific scroll, that scroll is always magically on top. The quiver has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the quiver ruptures and is destroyed. If the quiver is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If a breathing creature is placed within the quiver, the creature can survive for up to 5 minutes, after which time it begins to suffocate. Placing the quiver inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9296,7 +9296,7 @@ "fields": { "name": "Hangman's Noose", "desc": "Certain hemp ropes used in the execution of final justice can affect those beyond the reach of normal magics. This noose has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the hold monster spell from it. Unlike the standard version of this spell, though, the magic of the hangman's noose affects only undead. It regains 1d3 charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9315,7 +9315,7 @@ "fields": { "name": "Hardening Polish", "desc": "This gray polish is viscous and difficult to spread. The polish can coat one metal weapon or up to 10 pieces of ammunition. Applying the polish takes 1 minute. For 1 hour, the coated item hardens and becomes stronger, and it counts as an adamantine weapon for the purpose of overcoming resistance and immunity to attacks and damage not made with adamantine weapons.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9334,7 +9334,7 @@ "fields": { "name": "Harmonizing Instrument", "desc": "Any stringed instrument can be a harmonizing instrument, and you must be proficient with stringed instruments to use a harmonizing instrument. This instrument has 3 charges for the following properties. The instrument regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9353,7 +9353,7 @@ "fields": { "name": "Hat of Mental Acuity", "desc": "This well-crafted cap appears to be standard wear for academics. Embroidered on the edge of the inside lining in green thread are sigils. If you cast comprehend languages on them, they read, “They that are guided go not astray.” While wearing the hat, you have advantage on all Intelligence and Wisdom checks. If you are proficient in an Intelligence or Wisdom-based skill, you double your proficiency bonus for the skill.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9372,7 +9372,7 @@ "fields": { "name": "Hazelwood Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast the goodberry spell while using this wand as your spellcasting focus, you can expend 1 of the wand's charges to transform the berries into hazelnuts, which restore 2 hit points instead of 1. The spell is otherwise unchanged. In addition, when you cast a spell that deals lightning damage while using this wand as your spellcasting focus, the spell deals 1 extra lightning damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9391,7 +9391,7 @@ "fields": { "name": "Headdress of Majesty", "desc": "This elaborate headpiece is adorned with small gemstones and thin strips of gold that frame your head like a radiant halo. While you wear this headdress, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. The headdress has 5 charges for the following properties. It regains all expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the headdress becomes a nonmagical, tawdry ornament of cheap metals and paste gems.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9410,7 +9410,7 @@ "fields": { "name": "Headrest of the Cattle Queens", "desc": "This polished and curved wooden headrest is designed to keep the user's head comfortably elevated while sleeping. If you sleep at least 6 hours as part of a long rest while using the headrest, you regain 1 additional spent Hit Die, and your exhaustion level is reduced by 2 (rather than 1) when you finish the long rest.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9429,7 +9429,7 @@ "fields": { "name": "Headscarf of the Oasis", "desc": "This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes. While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments. Pulling the headscarf on or off your mouth and nose requires an action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9448,7 +9448,7 @@ "fields": { "name": "Healer Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9467,7 +9467,7 @@ "fields": { "name": "Healthful Honeypot", "desc": "This clay honeypot weighs 10 pounds. A sweet aroma wafts constantly from it, and it produces enough honey to feed up to 12 humanoids. Eating the honey restores 1d8 hit points, and the honey provides enough nourishment to sustain a humanoid for one day. Once 12 doses of the honey have been consumed, the honeypot can't produce more honey until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9486,7 +9486,7 @@ "fields": { "name": "Heat Stone", "desc": "Prized by reptilian humanoids, this magic stone is warm to the touch. While carrying this stone, you are comfortable in and can tolerate temperatures as low as –20 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as –50 degrees Fahrenheit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9505,7 +9505,7 @@ "fields": { "name": "Heliotrope Heart", "desc": "This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can't be reduced by the bite of a vampire, vampire spawn, or other vampiric creature. In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can't be used again until the next dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9524,7 +9524,7 @@ "fields": { "name": "Helm of the Slashing Fin", "desc": "While wearing this helm, you can use an action to speak its command word to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the helm as an action to end this effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9543,7 +9543,7 @@ "fields": { "name": "Hewer's Draught", "desc": "When you drink this potion, you have advantage on attack rolls made with weapons that deal piercing or slashing damage for 1 minute. This potion's translucent amber liquid glimmers when agitated.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9562,7 +9562,7 @@ "fields": { "name": "Hexen Blade", "desc": "The colorful surface of this sleek adamantine shortsword exhibits a perpetually shifting, iridescent sheen. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: disguise self (1 charge), hypnotic pattern (3 charges), or mirror image (2 charges).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9581,7 +9581,7 @@ "fields": { "name": "Hidden Armament", "desc": "While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9600,7 +9600,7 @@ "fields": { "name": "Hide Armor of the Leaf", "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9619,7 +9619,7 @@ "fields": { "name": "Hide Armor of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9638,7 +9638,7 @@ "fields": { "name": "Hide Armor of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9657,7 +9657,7 @@ "fields": { "name": "Hide Armor of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9676,7 +9676,7 @@ "fields": { "name": "Holy Verdant Bat Droppings", "desc": "This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits: - Cured of paralysis or petrification\n- Reduces exhaustion level by one\n- Regains 50 hit points", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9695,7 +9695,7 @@ "fields": { "name": "Honey Lamp", "desc": "Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9714,7 +9714,7 @@ "fields": { "name": "Honey of the Warped Wildflowers", "desc": "This spirit honey is made from wildflowers growing in an area warped by magic, such as the flowers growing at the base of a wizard's tower or growing in a magical wasteland. When you consume this honey, you have resistance to psychic damage, and you have advantage on Intelligence saving throws. In addition, you can use an action to warp reality around one creature you can see within 60 feet of you. The target must succeed on a DC 15 Intelligence saving throw or be bewildered for 1 minute. At the start of a bewildered creature's turn, it must roll a die. On an even result, the creature can act normally. On an odd result, the creature is incapacitated until the start of its next turn as it becomes disoriented by its surroundings and unable to fully determine what is real and what isn't. You can't warp the reality around another creature in this way again until you finish a long rest.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9733,7 +9733,7 @@ "fields": { "name": "Honey Trap", "desc": "This jar is made of beaten metal and engraved with honeybees. It has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. If you expend the jar's last charge, roll a d20. On a 1, the jar shatters and loses all its magical properties. While holding the jar, you can use an action to expend 1 charge to hurl a glob of honey at a target within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the glob expands, and the creature is restrained. A creature restrained by the honey can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the creature is no longer restrained by the honey.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9752,7 +9752,7 @@ "fields": { "name": "Honeypot of Awakening", "desc": "If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9771,7 +9771,7 @@ "fields": { "name": "Howling Rod", "desc": "This sturdy, iron rod is topped with the head of a howling wolf with red carnelians for eyes. The rod has 5 charges for the following properties, and it regains 1d4 + 1 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9790,7 +9790,7 @@ "fields": { "name": "Humble Cudgel of Temperance", "desc": "This simple, polished club has a studded iron band around one end. When you attack a poisoned creature with this magic weapon, you have advantage on the attack roll. When you roll a 20 on an attack roll made with this weapon, the target becomes poisoned for 1 minute. If the target was already poisoned, it becomes incapacitated instead. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned or incapacitated condition on itself on a success. Formerly a moneylender with a heart of stone and a small army of brutal thugs, Faustin the Drunkard awoke one day with a punishing hangover that seemed never-ending. He took this as a sign of punishment from the gods, not for his violence and thievery, but for his taste for the grape, in abundance. He decided all problems stemmed from the “demon” alcohol, and he became a cleric. No less brutal than before, he and his thugs targeted public houses, ale makers, and more. In his quest to rid the world of alcohol, he had the humble cudgel of temperance made and blessed with terrifying power. Now long since deceased, his simple, humble-appearing club continues to wreck havoc wherever it turns up.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9809,7 +9809,7 @@ "fields": { "name": "Hunter's Charm (+1)", "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9828,7 +9828,7 @@ "fields": { "name": "Hunter's Charm (+2)", "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9847,7 +9847,7 @@ "fields": { "name": "Hunter's Charm (+3)", "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9866,7 +9866,7 @@ "fields": { "name": "Iceblink Greatsword", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9885,7 +9885,7 @@ "fields": { "name": "Iceblink Longsword", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9904,7 +9904,7 @@ "fields": { "name": "Iceblink Rapier", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9923,7 +9923,7 @@ "fields": { "name": "Iceblink Scimitar", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9942,7 +9942,7 @@ "fields": { "name": "Iceblink Shortsword", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9961,7 +9961,7 @@ "fields": { "name": "Impact Club", "desc": "This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target on your turn, you can take a bonus action to spend 1 charge and attempt to shove the target. The club grants you a +1 bonus on your Strength (Athletics) check to shove the target. If you roll a 20 on your attack roll with the club, you have advantage on your Strength (Athletics) check to shove the target, and you can push the target up to 10 feet away.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9980,7 +9980,7 @@ "fields": { "name": "Impaling Lance", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9999,7 +9999,7 @@ "fields": { "name": "Impaling Morningstar", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10018,7 +10018,7 @@ "fields": { "name": "Impaling Pike", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10037,7 +10037,7 @@ "fields": { "name": "Impaling Rapier", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10056,7 +10056,7 @@ "fields": { "name": "Impaling Warpick", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10075,7 +10075,7 @@ "fields": { "name": "Incense of Recovery", "desc": "This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10094,7 +10094,7 @@ "fields": { "name": "Interplanar Paint", "desc": "This black, tarry substance can be used to paint a single black doorway on a flat surface. A pot contains enough paint to create one doorway. While painting, you must concentrate on a plane of existence other than the one you currently occupy. If you are not interrupted, the doorway can be painted in 5 minutes. Once completed, the painting opens a two-way portal to the plane you imagined. The doorway is mirrored on the other plane, often appearing on a rocky face or the wall of a building. The doorway lasts for 1 week or until 5 gallons of water with flecks of silver worth at least 2,000 gp is applied to one side of the door.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10113,7 +10113,7 @@ "fields": { "name": "Ironskin Oil", "desc": "This grayish fluid is cool to the touch and slightly gritty. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature has resistance to piercing and slashing damage for 1 hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10132,7 +10132,7 @@ "fields": { "name": "Ivy Crown of Prophecy", "desc": "While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10151,7 +10151,7 @@ "fields": { "name": "Jeweler's Anvil", "desc": "This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler's tools or tinker's tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10170,7 +10170,7 @@ "fields": { "name": "Jungle Mess Kit", "desc": "This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can't neutralize brewed poisons, venoms, or similarly manufactured toxins. Once it has purified 3 cubic feet of food and drink, it can't be used to do so again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10189,7 +10189,7 @@ "fields": { "name": "Justicar's Mask", "desc": "This stern-faced mask is crafted of silver. While wearing the mask, your gaze can root enemies to the spot. When a creature that can see the mask starts its turn within 30 feet of you, you can use a reaction to force it to make a DC 15 Wisdom saving throw, if you can see the creature and aren't incapacitated. On a failure, the creature is restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the condition lasts until removed with the dispel magic spell or until you end it (no action required). Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10208,7 +10208,7 @@ "fields": { "name": "Keffiyeh of Serendipitous Escape", "desc": "This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10227,7 +10227,7 @@ "fields": { "name": "Knockabout Billet", "desc": "This stout, oaken cudgel helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10246,7 +10246,7 @@ "fields": { "name": "Kobold Firework", "desc": "These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.\n Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.\n Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light.\n Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature.\n Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.\n Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10265,7 +10265,7 @@ "fields": { "name": "Kraken Clutch Ring", "desc": "This green copper ring is etched with the image of a kraken with splayed tentacles. The ring has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn, as long as it was immersed in water for at least 1 hour since the previous dawn. If the ring has at least 1 charge, you have advantage on grapple checks. While wearing this ring, you can expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: black tentacles (2 charges), call lightning (1 charge), or control weather (4 charges).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10284,7 +10284,7 @@ "fields": { "name": "Kyshaarth's Fang", "desc": "This dagger's blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a Voidling's (see Tome of Beasts) tendril barb. When you hit with an attack using this magic weapon, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to half the necrotic damage dealt.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10303,7 +10303,7 @@ "fields": { "name": "Labrys of the Raging Bull (Battleaxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10322,7 +10322,7 @@ "fields": { "name": "Labrys of the Raging Bull (Greataxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10341,7 +10341,7 @@ "fields": { "name": "Language Pyramid", "desc": "Script from dozens of languages flows across this sandstone pyramid's surface. While holding or carrying the pyramid, you understand the literal meaning of any spoken language that you hear. In addition, you understand any written language that you see, but you must be touching the surface on which the words are written. It takes 1 minute to read one page of text. The pyramid has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to imbue yourself with magical speech for 1 hour. For the duration, any creature that knows at least one language and that can hear you understands any words you speak. In addition, you can use an action to expend 1 of the pyramid's charges to imbue up to six creatures within 30 feet of you with magical understanding for 1 hour. For the duration, each target can understand any spoken language that it hears.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10360,7 +10360,7 @@ "fields": { "name": "Lantern of Auspex", "desc": "This elaborate lantern is covered in simple glyphs, and its glass panels are intricately etched. Two of the panels depict a robed woman holding out a single hand, while the other two panels depict the same woman with her face partially obscured by a hand of cards. The lantern's magic is activated when it is lit, which requires an action. Once lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 hour. You can use an action to open or close one of the glass panels on the lantern. If you open a panel, a vision of a random event that happened or that might happen plays out in the light's area. Closing a panel stops the vision. The visions are shown as nondescript smoky apparitions that play out silently in the lantern's light. At the GM's discretion, the vision might change to a different event each 1 minute that the panel remains open and the lantern lit. Once used, the lantern can't be used in this way again until 7 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10379,7 +10379,7 @@ "fields": { "name": "Lantern of Judgment", "desc": "This mithral and gold lantern is emblazoned with a sunburst symbol. While holding the lantern, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. As a bonus action, you can speak a command word to cause one of the following effects: - The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. - The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. - The lantern sheds dim light in a 5-foot radius.\n- Douse the lantern's light. When you cause the lantern to shed bright light, you can speak an additional command word to cause the light to become sunlight. The sunlight lasts for 1 minute after which the lantern goes dark and can't be used again until the next dawn. During this time, the lantern can function as a standard hooded lantern if provided with oil.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10398,7 +10398,7 @@ "fields": { "name": "Lantern of Selective Illumination", "desc": "This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10417,7 +10417,7 @@ "fields": { "name": "Larkmail", "desc": "While wearing this armor, you gain a +1 bonus to AC. The links of this mail have been stained to create the optical illusion that you are wearing a brown-and-russet feathered tunic. While you wear this armor, you have advantage on Charisma (Performance) checks made with an instrument. In addition, while playing an instrument, you can use a bonus action and choose any number of creatures within 30 feet of you that can hear your song. Each target must succeed on a DC 15 Charisma saving throw or be charmed by you for 1 minute. Once used, this property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10436,7 +10436,7 @@ "fields": { "name": "Last Chance Quiver", "desc": "This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn't produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10455,7 +10455,7 @@ "fields": { "name": "Leaf-Bladed Greatsword", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10474,7 +10474,7 @@ "fields": { "name": "Leaf-Bladed Longsword", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10493,7 +10493,7 @@ "fields": { "name": "Leaf-Bladed Rapier", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10512,7 +10512,7 @@ "fields": { "name": "Leaf-Bladed Scimitar", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10531,7 +10531,7 @@ "fields": { "name": "Leaf-Bladed Shortsword", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10550,7 +10550,7 @@ "fields": { "name": "Least Scroll of Conjuring", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10569,7 +10569,7 @@ "fields": { "name": "Leather Armor of the Leaf", "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10588,7 +10588,7 @@ "fields": { "name": "Leather Armor of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10607,7 +10607,7 @@ "fields": { "name": "Leather Armor of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10626,7 +10626,7 @@ "fields": { "name": "Leather Armor of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10645,7 +10645,7 @@ "fields": { "name": "Leonino Wings", "desc": "This cloak is decorated with the spotted white and brown pattern of a barn owl's wing feathers. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of a Leoninos (see Creature Codex) owl-like feathered wings until you repeat the command word as an action. The wings give you a flying speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. In addition, when you fly out of an enemy's reach, you don't provoke opportunity attacks. You can use the cloak to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The cloak regains 2 hours of flying capability for every 12 hours it isn't in use.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10664,7 +10664,7 @@ "fields": { "name": "Lesser Scroll of Conjuring", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10683,7 +10683,7 @@ "fields": { "name": "Lifeblood Gear", "desc": "As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can't be charmed or become exhausted. If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed. Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10702,7 +10702,7 @@ "fields": { "name": "Lightning Rod", "desc": "This rod is made from the blackened wood of a lightning-struck tree and topped with a spike of twisted iron. It functions as a magic javelin that grants a +1 bonus to attack and damage rolls made with it. While holding it, you are immune to lightning damage, and each creature within 5 feet of you has resistance to lightning damage. The rod can hold up to 6 charges, but it has 0 charges when you first attune to it. Whenever you are subjected to lightning damage, the rod gains 1 charge. While the rod has 6 charges, you have resistance to lightning damage instead of immunity. The rod loses 1d6 charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10721,7 +10721,7 @@ "fields": { "name": "Linguist's Cap", "desc": "While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10740,7 +10740,7 @@ "fields": { "name": "Liquid Courage", "desc": "This magical cordial is deep red and smells strongly of fennel. You have advantage on the next saving throw against being frightened. The effect ends after you make such a saving throw or when 1 hour has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10759,7 +10759,7 @@ "fields": { "name": "Liquid Shadow", "desc": "The contents of this bottle are inky black and seem to absorb the light. The dark liquid can cover a single Small or Medium creature. Applying the liquid takes 1 minute. For 1 hour, the coated creature has advantage on Dexterity (Stealth) checks. Alternately, you can use an action to hurl the bottle up to 20 feet, shattering it on impact. Magical darkness spreads from the point of impact to fill a 15-foot-radius sphere for 1 minute. This darkness works like the darkness spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10778,7 +10778,7 @@ "fields": { "name": "Living Juggernaut", "desc": "This broad, bulky suit of plate is adorned with large, blunt spikes and has curving bull horns affixed to its helm. While wearing this armor, you gain a +1 bonus to AC, and difficult terrain doesn't cost you extra movement.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10797,7 +10797,7 @@ "fields": { "name": "Living Stake", "desc": "Fashioned from mandrake root, this stake longs to taste the heart's blood of vampires. Make a melee attack against a vampire in range, treating the stake as an improvised weapon. On a hit, the stake attaches to a vampire's chest. At the end of the vampire's next turn, roots force their way into the vampire's heart, negating fast healing and preventing gaseous form. If the vampire is reduced to 0 hit points while the stake is attached to it, it is immobilized as if it had been staked. A creature can take its action to remove the stake by succeeding on a DC 17 Strength (Athletics) check. If it is removed from the vampire's chest, the stake is destroyed. The stake has no effect on targets other than vampires.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10816,7 +10816,7 @@ "fields": { "name": "Lockbreaker", "desc": "You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10835,7 +10835,7 @@ "fields": { "name": "Locket of Dragon Vitality", "desc": "Legends tell of a dragon whose hide was impenetrable and so tenacious that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon's name was lost, but its legacy remains. This magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior's sword piercing a dragon's chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon's heart. The pulses become more frequent when you are close to death. Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds. The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, “dragon” refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects: - When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can't be activated again until 3 days have passed. - When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge's Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10854,7 +10854,7 @@ "fields": { "name": "Locket of Remembrance", "desc": "You can place a small keepsake of a creature, such as a miniature portrait, a lock of hair, or similar item, within the locket. The keepsake must be willingly given to you or must be from a creature personally connected to you, such as a relative or lover.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10873,7 +10873,7 @@ "fields": { "name": "Locksmith's Oil", "desc": "This shimmering oil can be applied to a lock. Applying the oil takes 1 minute. For 1 hour, any creature that makes a Dexterity check to pick the lock using thieves' tools rolls a d4 ( 1d4) and adds the number rolled to the check.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10892,7 +10892,7 @@ "fields": { "name": "Lodestone Caltrops", "desc": "This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag's contents have been emptied three times, the bag can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10911,7 +10911,7 @@ "fields": { "name": "Longbow of Accuracy", "desc": "The normal range of this bow is doubled, but its long range remains the same.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10930,7 +10930,7 @@ "fields": { "name": "Longsword of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10949,7 +10949,7 @@ "fields": { "name": "Longsword of Volsung", "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10968,7 +10968,7 @@ "fields": { "name": "Loom of Fate", "desc": "If you spend 1 hour weaving on this portable loom, roll a 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can't be used this way again until the next dawn. Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom's power to alter fate.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10987,7 +10987,7 @@ "fields": { "name": "Lucky Charm of the Monkey King", "desc": "This tiny stone statue of a grinning monkey holds a leather loop in its paws, allowing the charm to hang from a belt or pouch. While attuned to this charm, you can use a bonus action to gain a +1 bonus on your next ability check, attack roll, or saving throw. Once used, the charm can't be used again until the next dawn. You can be attuned to only one lucky charm at a time.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11006,7 +11006,7 @@ "fields": { "name": "Lucky Coin", "desc": "This worn, clipped copper piece has 6 charges. You can use a reaction to expend 1 charge and gain a +1 bonus on your next ability check. The coin regains 1d6 charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the coin runs out of luck and becomes nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11025,7 +11025,7 @@ "fields": { "name": "Lucky Eyepatch", "desc": "You gain a +1 bonus to saving throws while you wear this simple, black eyepatch. In addition, if you are missing the eye that the eyepatch covers and you roll a 1 on the d20 for a saving throw, you can reroll the die and must use the new roll. The eyepatch can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11044,7 +11044,7 @@ "fields": { "name": "Lupine Crown", "desc": "This grisly helm is made from the leather-reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11063,7 +11063,7 @@ "fields": { "name": "Luring Perfume", "desc": "This pungent perfume has a woodsy and slightly musky scent. As an action, you can splash or spray the contents of this vial on yourself or another creature within 5 feet of you. For 1 minute, the perfumed creature attracts nearby humanoids and beasts. Each humanoid and beast within 60 feet of the perfumed creature and that can smell the perfume must succeed on a DC 15 Wisdom saving throw or be charmed by the perfumed creature until the perfume fades or is washed off with at least 1 gallon of water. While charmed, a creature is incapacitated, and, if the creature is more than 5 feet away from the perfumed creature, it must move on its turn toward the perfumed creature by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11082,7 +11082,7 @@ "fields": { "name": "Magma Mantle", "desc": "This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11101,7 +11101,7 @@ "fields": { "name": "Maiden's Tears", "desc": "This fruity mead is the color of liquid gold and is rumored to be brewed with a tear from the goddess of bearfolk herself. When you drink this mead, you regenerate lost hit points for 1 minute. At the start of your turn, you regain 10 hit points if you have at least 1 hit point.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11120,7 +11120,7 @@ "fields": { "name": "Mail of the Sword Master", "desc": "While wearing this armor, the maximum Dexterity modifier you can add to determine your Armor Class is 4, instead of 2. While wearing this armor, if you are wielding a sword and no other weapons, you gain a +2 bonus to damage rolls with that sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11139,7 +11139,7 @@ "fields": { "name": "Manticore's Tail", "desc": "Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon's spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11158,7 +11158,7 @@ "fields": { "name": "Mantle of Blood Vengeance", "desc": "This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11177,7 +11177,7 @@ "fields": { "name": "Mantle of the Forest Lord", "desc": "Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk. While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11196,7 +11196,7 @@ "fields": { "name": "Mantle of the Lion", "desc": "This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle's lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle's bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle's bite against the prone creature as a bonus action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11215,7 +11215,7 @@ "fields": { "name": "Mantle of the Void", "desc": "While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell's effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11234,7 +11234,7 @@ "fields": { "name": "Manual of Exercise", "desc": "This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11253,7 +11253,7 @@ "fields": { "name": "Manual of the Lesser Golem", "desc": "A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. The statistics for each lesser golem can be found in the Creature Codex. | dice: 1d20 | Golem | Time | Cost |\n| ---------- | ---------------------- | ------- | --------- |\n| 1-7 | Lesser Hair Golem | 2 days | 100 gp |\n| 8-13 | Lesser Mud Golem | 5 days | 500 gp |\n| 14-17 | Lesser Glass Golem | 10 days | 2,000 gp |\n| 18-20 | Lesser Wood Golem | 15 days | 20,000 gp |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11272,7 +11272,7 @@ "fields": { "name": "Manual of Vine Golem", "desc": "This tome contains information and incantations necessary to make a Vine Golem (see Tome of Beasts 2). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can't use a manual of vine golems and attempts to read it takes 4d6 psychic damage. To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11291,7 +11291,7 @@ "fields": { "name": "Mapping Ink", "desc": "This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink-stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11310,7 +11310,7 @@ "fields": { "name": "Marvelous Clockwork Mallard", "desc": "This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can't be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard's key.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11329,7 +11329,7 @@ "fields": { "name": "Masher Basher", "desc": "A favored weapon of hill giants, this greatclub appears to be little more than a thick tree branch. When you hit a giant with this magic weapon, the giant takes an extra 1d8 bludgeoning damage. When you roll a 20 on an attack roll made with this weapon, the target is stunned until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11348,7 +11348,7 @@ "fields": { "name": "Mask of the Leaping Gazelle", "desc": "This painted wooden animal mask is adorned with a pair of gazelle horns. While wearing this mask, your walking speed increases by 10 feet, and your long jump is up to 25 feet with a 10-foot running start.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11367,7 +11367,7 @@ "fields": { "name": "Mask of the War Chief", "desc": "These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks. In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can’t be used this way again until the next dawn. Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn. Mammoth (Uncommon). This mask is carved in the likeness of a mammoth’s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can’t be used this way again until the next dawn. Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11386,7 +11386,7 @@ "fields": { "name": "Master Angler's Tackle", "desc": "This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it. If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable—a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11405,7 +11405,7 @@ "fields": { "name": "Matryoshka Dolls", "desc": "This antique set of four nesting dolls is colorfully painted though a bit worn from the years. When attuning to this item, you must give each doll a name, which acts as a command word to activate its properties. You must be within 30 feet of a doll to activate it. The dolls have a combined total of 5 charges, and the dolls regain all expended charges daily at dawn. The largest doll is lined with a thin sheet of lead. A spell or other effect that can sense the presence of magic, such as detect magic, reveals only the transmutation magic of the largest doll, and not any of the dolls or other small items that may be contained within it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11424,7 +11424,7 @@ "fields": { "name": "Mayhem Mask", "desc": "This goat mask with long, curving horns is carved from dark wood and framed in goat's hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11443,7 +11443,7 @@ "fields": { "name": "Medal of Valor", "desc": "You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11462,7 +11462,7 @@ "fields": { "name": "Memory Philter", "desc": "This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter's effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial. A memory philter can be used only once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10-minute ritual, and the sacrifice of a memory. The required sacrifice is detailed in each entry below.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11481,7 +11481,7 @@ "fields": { "name": "Mender's Mark", "desc": "This slender brooch is fashioned of silver and shaped in the image of an angel. You can use an action to attach this brooch to a creature, pinning it to clothing or otherwise affixing it to their person. When you cast a spell that restores hit points on the creature wearing the brooch, the spell has a range of 30 feet if its range is normally touch. Only you can transfer the brooch from one creature to another. The creature wearing the brooch can't pass it to another creature, but it can remove the brooch as an action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11500,7 +11500,7 @@ "fields": { "name": "Meteoric Plate", "desc": "This plate armor was magically crafted from plates of interlocking stone. Tiny rubies inlaid in the chest create a glittering mosaic of flames. When you fall while wearing this armor, you can tuck your knees against your chest and curl into a ball. While falling in this way, flames form around your body. You take half the usual falling damage when you hit the ground, and fire explodes from your form in a 20-foot-radius sphere. Each creature in this area must make a DC 15 Dexterity saving throw. On a failed save, a target takes fire damage equal to the falling damage you took, or half as much on a successful saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11519,7 +11519,7 @@ "fields": { "name": "Mindshatter Bombard", "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11538,7 +11538,7 @@ "fields": { "name": "Minor Minstrel", "desc": "This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine's original creator, and the figurine's form is typically reflective of the song's style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner's garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11557,7 +11557,7 @@ "fields": { "name": "Mirror of Eavesdropping", "desc": "This 8-inch diameter mirror is set in a delicate, silver frame. While holding this mirror within 30 feet of another mirror, you can spend 10 minutes magically connecting the mirror of eavesdropping to that other mirror. The mirror of eavesdropping can be connected to only one mirror at a time. While holding the mirror of eavesdropping within 1 mile of its connected mirror, you can use an action to speak its command word and activate it. While active, the mirror of eavesdropping displays visual information from the connected mirror, which has normal vision and darkvision out to 30 feet. The connected mirror's view is limited to the direction the mirror is facing, and it can be blocked by a solid barrier, such as furniture, a heavy cloth, or similar. You can use a bonus action to deactivate the mirror early. When the mirror has been active for a total of 10 minutes, you can't activate it again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11576,7 +11576,7 @@ "fields": { "name": "Mirrored Breastplate", "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11595,7 +11595,7 @@ "fields": { "name": "Mirrored Half Plate", "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11614,7 +11614,7 @@ "fields": { "name": "Mirrored Plate", "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11633,7 +11633,7 @@ "fields": { "name": "Mnemonic Fob", "desc": "This small bauble consists of a flat crescent, which binds a small disc that freely spins in its housing. Each side of the disc is intricately etched with an incomplete pillar and pyre. \nPillar of Fire. While holding this bauble, you can use an action to remove the disc, place it on the ground, and speak its command word to transform it into a 5-foot-tall flaming pillar of intricately carved stone. The pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is warm to the touch, but it doesn’t burn. A second command word returns the pillar to its disc form. When the pillar has shed light for a total of 10 minutes, it returns to its disc form and can’t be transformed into a pillar again until the next dawn. \nRecall Magic. While holding this bauble, you can use an action to spin the disc and regain one expended 1st-level spell slot. Once used, this property can’t be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11652,7 +11652,7 @@ "fields": { "name": "Mock Box", "desc": "While you hold this small, square contraption, you can use an action to target a creature within 60 feet of you that can hear you. The target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11671,7 +11671,7 @@ "fields": { "name": "Molten Hellfire Breastplate", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11690,7 +11690,7 @@ "fields": { "name": "Molten Hellfire Chain Mail", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11709,7 +11709,7 @@ "fields": { "name": "Molten Hellfire Chain Shirt", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11728,7 +11728,7 @@ "fields": { "name": "Molten Hellfire Half Plate", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11747,7 +11747,7 @@ "fields": { "name": "Molten Hellfire Plate", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11766,7 +11766,7 @@ "fields": { "name": "Molten Hellfire Ring Mail", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11785,7 +11785,7 @@ "fields": { "name": "Molten Hellfire Scale Mail", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11804,7 +11804,7 @@ "fields": { "name": "Molten Hellfire Splint", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11823,7 +11823,7 @@ "fields": { "name": "Mongrelmaker's Handbook", "desc": "This thin volume holds a scant few dozen vellum pages between its mottled, scaled cover. The pages are scrawled with tight, efficient text which is broken up by outlandish pencil drawings of animals and birds combined together. With the rituals contained in this book, you can combine two or more animals into an adult hybrid of all creatures used. Each ritual requires the indicated amount of time, the indicated cost in mystic reagents, a live specimen of each type of creature to be combined, and enough floor space to draw a combining rune which encircles the component creatures. Once combined, the hybrid creature is a typical example of its new kind, though some aesthetic differences may be detectable. You can't control the creatures you create with this handbook, though the magic of the combining ritual prevents your creations from attacking you for the first 24 hours of their new lives. | Creature | Time | Cost | Component Creatures |\n| ---------------- | -------- | -------- | -------------------------------------------------------- |\n| Flying Snake | 10 mins | 10 gp | A poisonous snake and a Small or smaller bird of prey |\n| Leonino | 10 mins | 15 gp | A cat and a Small or smaller bird of prey |\n| Wolpertinger | 10 mins | 20 gp | A rabbit, a Small or smaller bird of prey, and a deer |\n| Carbuncle | 1 hour | 500 gp | A cat and a bird of paradise |\n| Cockatrice | 1 hour | 150 gp | A lizard and a domestic bird such as a chicken or turkey |\n| Death Dog | 1 hour | 100 gp | A dog and a rooster |\n| Dogmole | 1 hour | 175 gp | A dog and a mole |\n| Hippogriff | 1 hour | 200 gp | A horse and a giant eagle |\n| Bearmit crab | 6 hours | 600 gp | A brown bear and a giant crab |\n| Griffon | 6 hours | 600 gp | A lion and a giant eagle |\n| Pegasus | 6 hours | 1,000 gp | A white horse and a giant owl |\n| Manticore | 24 hours | 2,000 gp | A lion, a porcupine, and a giant bat |\n| Owlbear | 24 hours | 2,000 gp | A brown bear and a giant eagle |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11842,7 +11842,7 @@ "fields": { "name": "Monkey's Paw of Fortune", "desc": "This preserved monkey's paw hangs on a simple leather thong. This paw helps you alter your fate. If you are wearing this paw when you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll the roll with a +10 bonus. You must take the second roll. When you use this property of the paw, one of its fingers curls tight to the palm. When all five fingers are curled tightly into a fist, the monkey's paw loses its magic.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11861,7 +11861,7 @@ "fields": { "name": "Moon Through the Trees", "desc": "This charm is comprised of six polished river stones bound into the shape of a star with glue made from the connective tissues of animals. The reflective surfaces of the stones shimmer with a magical iridescence. While you are within 20 feet of a living tree, you can use a bonus action to become invisible for 1 minute. While invisible, you can use a bonus action to become visible. If you do, each creature of your choice within 30 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this charm's blinding feature for the next 24 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11880,7 +11880,7 @@ "fields": { "name": "Moonfield Lens", "desc": "This lens is rainbow-hued and protected by a sturdy leather case. It has 4 charges, and it regains 1d3 + 1 expended charges daily at dawn. As an action, you can hold the lens to your eye, speak its command word, and expend 2 charges to cause one of the following effects: - *** Find Loved One.** You know the precise location of one creature you love (platonic, familial, or romantic). This knowledge extends into other planes. - *** True Path.** For 1 hour, you automatically succeed on all Wisdom (Survival) checks to navigate in the wild. If you are underground, you automatically know the most direct route to reach the surface.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11899,7 +11899,7 @@ "fields": { "name": "Moonsteel Dagger", "desc": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11918,7 +11918,7 @@ "fields": { "name": "Moonsteel Rapier", "desc": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11937,7 +11937,7 @@ "fields": { "name": "Mordant Battleaxe", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11956,7 +11956,7 @@ "fields": { "name": "Mordant Glaive", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11975,7 +11975,7 @@ "fields": { "name": "Mordant Greataxe", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11994,7 +11994,7 @@ "fields": { "name": "Mordant Greatsword", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12013,7 +12013,7 @@ "fields": { "name": "Mordant Halberd", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12032,7 +12032,7 @@ "fields": { "name": "Mordant Longsword", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12051,7 +12051,7 @@ "fields": { "name": "Mordant Scimitar", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12070,7 +12070,7 @@ "fields": { "name": "Mordant Shortsword", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12089,7 +12089,7 @@ "fields": { "name": "Mordant Sickle", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12108,7 +12108,7 @@ "fields": { "name": "Mordant Whip", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12127,7 +12127,7 @@ "fields": { "name": "Mountain Hewer", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. The massive head of this axe is made from chiseled stone lashed to its haft by thick rope and leather strands. Small chips of stone fall from its edge intermittently, though it shows no sign of damage or wear. You can use your action to speak the command word to cause small stones to float and swirl around the axe, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light remains until you use a bonus action to speak the command word again or until you drop or sheathe the axe. As a bonus action, choose a creature you can see. For 1 minute, that creature must succeed on a DC 15 Wisdom saving throw each time it is damaged by the axe or become frightened until the end of your next turn. Creatures of Large size or greater have disadvantage on this save. Once used, this property of the axe can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12146,7 +12146,7 @@ "fields": { "name": "Mountaineer's Hand Crossbow", "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12165,7 +12165,7 @@ "fields": { "name": "Mountaineer's Heavy Crossbow", "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12184,7 +12184,7 @@ "fields": { "name": "Mountaineer's Light Crossbow ", "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12203,7 +12203,7 @@ "fields": { "name": "Muffled Chain Mail", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12222,7 +12222,7 @@ "fields": { "name": "Muffled Half Plate", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12241,7 +12241,7 @@ "fields": { "name": "Muffled Padded", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12260,7 +12260,7 @@ "fields": { "name": "Muffled Plate", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12279,7 +12279,7 @@ "fields": { "name": "Muffled Ring Mail", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12298,7 +12298,7 @@ "fields": { "name": "Muffled Scale Mail", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12317,7 +12317,7 @@ "fields": { "name": "Muffled Splint", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12336,7 +12336,7 @@ "fields": { "name": "Mug of Merry Drinking", "desc": "While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can't freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12355,7 +12355,7 @@ "fields": { "name": "Murderous Bombard", "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12374,7 +12374,7 @@ "fields": { "name": "Mutineer's Blade", "desc": "This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar's command word, causing the blade to shed bright green light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar. When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target's next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12393,7 +12393,7 @@ "fields": { "name": "Nameless Cults", "desc": "This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome is a spellbook that contains the following spells, all of which can be found in the Mythos Magic Chapter of Deep Magic for 5th Edition: black goat's blessing, curse of Yig, ectoplasm, eldritch communion, emanation of Yoth, green decay, hunger of Leng, mind exchange, seed of destruction, semblance of dread, sign of Koth, sleep of the deep, summon eldritch servitor, summon avatar, unseen strangler, voorish sign, warp mind and matter, and yellow sign. At the GM's discretion, the tome can contain other spells similarly related to the Great Old Ones. While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your proficiency bonus for that check is doubled.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12412,7 +12412,7 @@ "fields": { "name": "Necromantic Ink", "desc": "The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink's magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12431,7 +12431,7 @@ "fields": { "name": "Neutralizing Bead", "desc": "This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12450,7 +12450,7 @@ "fields": { "name": "Nithing Pole", "desc": "This pole is crafted to exact retribution for an act of cowardice or dishonor. It's a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole's curse. The carved shaft is draped in horsehide, topped with a horse's skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won't see it until it's too late. The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as “the person who blinded Lars Gustafson” isn't precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target. The DC for the target's Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole's creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12469,7 +12469,7 @@ "fields": { "name": "Nullifier's Lexicon", "desc": "This book has a black leather cover with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. At the GM's discretion, you know the chill touch cantrip instead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12488,7 +12488,7 @@ "fields": { "name": "Oakwood Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12507,7 +12507,7 @@ "fields": { "name": "Octopus Bracers", "desc": "These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal. The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can't attack other creatures with that tentacle. While your arms are tentacles, you can't wield weapons that require two hands, and you can't wield shields. In addition, you can't cast a spell that has a somatic component. When the bracers' property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12526,7 +12526,7 @@ "fields": { "name": "Oculi of the Ancestor", "desc": "An intricately depicted replica of an eyeball, right down to the blood vessels and other fine details, this item is carved from sacred hardwoods by soothsayers using a specialized ceremonial blade handcrafted specifically for this purpose. When you use an action to place the orb within the eye socket of a skull, it telepathically shows you the last thing that was experienced by the creature before it died. This lasts for up to 1 minute and is limited to only what the creature saw or heard in the final moments of its life. The orb can't show you what the creature might have detected using another sense, such as tremorsense.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12545,7 +12545,7 @@ "fields": { "name": "Odd Bodkin", "desc": "This dagger has a twisted, jagged blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature other than a construct or an undead with this weapon, it loses 1d4 hit points at the start of each of its turns from a jagged wound. Each time you successfully hit the wounded target with this dagger, the damage dealt by the wound increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the wounded creature receives magical healing.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12564,7 +12564,7 @@ "fields": { "name": "Odorless Oil", "desc": "This odorless, colorless oil can cover a Medium or smaller object or creature, along with the equipment the creature is wearing or carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected target gives off no scent, can't be tracked by scent, and can't be detected with Wisdom (Perception) checks that rely on smell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12583,7 +12583,7 @@ "fields": { "name": "Ogre's Pot", "desc": "This cauldron boils anything placed inside it, whether venison or timber, to a vaguely edible paste. A spoonful of the paste provides enough nourishment to sustain a creature for one day. As a bonus action, you can speak the pot's command word and force it to roll directly to you at a speed of 40 feet per round as long as you and the pot are on the same plane of existence. It follows the shortest possible path, stopping when it moves to within 5 feet of you, and it bowls over or knocks down any objects or creatures in its path. A creature in its path must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. When this magic pot comes into contact with an object or structure, it deals 4d6 bludgeoning damage. If the damage doesn't destroy or create a path through the object or structure, the pot continues to deal damage at the end of each round, carving a path through the obstacle.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12602,7 +12602,7 @@ "fields": { "name": "Oil of Concussion", "desc": "You can apply this thick, gray oil to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12621,7 +12621,7 @@ "fields": { "name": "Oil of Defoliation", "desc": "Sometimes known as weedkiller oil, this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12640,7 +12640,7 @@ "fields": { "name": "Oil of Extreme Bludgeoning", "desc": "This viscous indigo-hued oil smells of iron. The oil can coat one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical, has a +1 bonus to attack and damage rolls, and deals an extra 1d4 force damage on a hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12659,7 +12659,7 @@ "fields": { "name": "Oil of Numbing", "desc": "This astringent-smelling oil stings slightly when applied to flesh, but the feeling quickly fades. The oil can cover a Medium or smaller creature (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected creature has advantage on Constitution saving throws to maintain its concentration on a spell when it takes damage, and it has advantage on ability checks and saving throws made to endure pain. However, the affected creature's flesh is slightly numbed and senseless, and it has disadvantage on ability checks that require fine motor skills or a sense of touch.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12678,7 +12678,7 @@ "fields": { "name": "Oil of Sharpening", "desc": "You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12697,7 +12697,7 @@ "fields": { "name": "Oni Mask", "desc": "This horned mask is fashioned into the fearsome likeness of a pale oni. The mask has 6 charges for the following properties. The mask regains 1d6 expended charges daily at dawn. Spells. While wearing the mask, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): charm person (1 charge), invisibility (2 charges), or sleep (1 charge). Change Shape. You can expend 3 charges as an action to magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true form. Other than your size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which enlarges or shrinks so that it can be wielded in any form. If you die, you revert to your true form, and your weapon reverts to its normal size.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12716,7 +12716,7 @@ "fields": { "name": "Oracle Charm", "desc": "This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12735,7 +12735,7 @@ "fields": { "name": "Orb of Enthralling Patterns", "desc": "This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12754,7 +12754,7 @@ "fields": { "name": "Orb of Obfuscation", "desc": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12773,7 +12773,7 @@ "fields": { "name": "Ouroboros Amulet", "desc": "Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12792,7 +12792,7 @@ "fields": { "name": "Pact Paper", "desc": "This smooth paper is like vellum but is prepared from dozens of scales cast off by a Pact Drake (see Creature Codex). A contract can be inked on this paper, and the paper limns all falsehoods on it with a fiery glow. A command word clears the paper, allowing for several drafts. Another command word locks the contract in place and leaves space for signatures. Creatures signing the contract are afterward bound by the contract with all other signatories alerted when one of the signatories breaks the contract. The creature breaking the contract must succeed on a DC 15 Charisma saving throw or become blinded, deafened, and stunned for 1d6 minutes. A creature can repeat the saving throw at the end of each of minute, ending the conditions on itself on a success. After the conditions end, the creature has disadvantage on saving throws until it finishes a long rest. Once a contract has been locked in place and signed, the paper can't be cleared. If the contract has a duration or stipulation for its end, the pact paper is destroyed when the contract ends, releasing all signatories from any further obligations and immediately ending any effects on them.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12811,7 +12811,7 @@ "fields": { "name": "Padded Armor of the Leaf", "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12830,7 +12830,7 @@ "fields": { "name": "Padded Armor of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12849,7 +12849,7 @@ "fields": { "name": "Padded Armor of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12868,7 +12868,7 @@ "fields": { "name": "Padded Armor of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12887,7 +12887,7 @@ "fields": { "name": "Parasol of Temperate Weather", "desc": "This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun's heat in the desert or geothermal heat in deep caverns, the parasol doesn't protect you from damage caused by super-heated environments or creatures, such as lava or an azer's Heated Body trait, or magic that deals fire damage, such as the fire bolt spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12906,7 +12906,7 @@ "fields": { "name": "Pavilion of Dreams", "desc": "This foot-long box is 6 inches wide and 6 inches deep. With 1 minute of work, the box's poles and multicolored silks can be unfolded into a pavilion expansive enough to sleep eight Medium or smaller creatures comfortably. The pavilion can stand in winds of up to 60 miles per hour without suffering damage or collapsing, and its interior remains comfortable and dry no matter the weather conditions or temperature outside. Creatures who sleep within the pavilion are immune to spells and other magical effects that would disrupt their sleep or negatively affect their dreams, such as the monstrous messenger version of the dream spell or a night hag's Nightmare Haunting. Creatures who take a long rest in the pavilion, and who sleep for at least half that time, have shared dreams of future events. Though unclear upon waking, these premonitions sit in the backs of the creatures' minds for the next 24 hours. Before the duration ends, a creature can call on the premonitions, expending them and immediately gaining one of the following benefits.\n- If you are surprised during combat, you can choose instead to not be surprised.\n- If you are not surprised at the beginning of combat, you have advantage on the initiative roll.\n- You have advantage on a single attack roll, ability check, or saving throw.\n- If you are adjacent to a creature that is attacked, you can use a reaction to interpose yourself between the creature and the attack. You become the new target of the attack.\n- When in combat, you can use a reaction to distract an enemy within 30 feet of you that attacks an ally you can see. If you do so, the enemy has disadvantage on the attack roll.\n- When an enemy uses the Disengage action, you can use a reaction to move up to your speed toward that enemy. Once used, the pavilion can't be used again until the next dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12925,7 +12925,7 @@ "fields": { "name": "Pearl of Diving", "desc": "This white pearl shines iridescently in almost any light. While underwater and grasping the pearl, you have resistance to cold damage and to bludgeoning damage from nonmagical attacks.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12944,7 +12944,7 @@ "fields": { "name": "Periapt of Eldritch Knowledge", "desc": "This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn't consumed. If the spell on the spell scroll isn't on your class's spell list, you can't cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll, you don't immediately regain spell slots expended on the scroll's spell. You regain expended spell slots as normal for your class.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12963,7 +12963,7 @@ "fields": { "name": "Periapt of Proof Against Lies", "desc": "A pendant fashioned from the claw or horn of a Pact Drake (see Creature Codex) is affixed to a thin gold chain. While you wear it, you know if you hear a lie, but this doesn't apply to evasive statements that remain within the boundaries of the truth. If you lie while wearing this pendant, you become poisoned for 10 minutes.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12982,7 +12982,7 @@ "fields": { "name": "Pestilent Spear", "desc": "The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13001,7 +13001,7 @@ "fields": { "name": "Phase Mirror", "desc": "Unlike other magic items, multiple creatures can attune to the phase mirror by touching it as part of the same short rest. A creature remains attuned to the mirror as long as it is on the same plane of existence as the mirror or until it chooses to end its attunement to the mirror during a short rest. Phase mirrors look almost identical to standard mirrors, but their surfaces are slightly clouded. These mirrors are found in a variety of sizes, from handheld to massive disks. The larger the mirror, the more power it can take in, and consequently, the more creatures it can affect. When it is created, a mirror is connected to a specific plane. The mirror draws in starlight and uses that energy to move between its current plane and its connected plane. While holding or touching a fully charged mirror, an attuned creature can use an action to speak the command word and activate the mirror. When activated, the mirror transports all creatures attuned to it to the mirror's connected plane or back to the Material Plane at a destination of the activating creature's choice. This effect works like the plane shift spell, except it transports only attuned creatures, regardless of their distance from each other, and the destination must be on the Material Plane or the mirror's connected plane. If the mirror is broken, its magic ends, and each attuned creature is trapped in whatever plane it occupies when the mirror breaks. Once activated, the mirror stays active for 24 hours and any attuned creature can use an action to transport all attuned creatures back and forth between the two planes. After these 24 hours have passed, the power drains from the mirror, and it can't be activated again until it is recharged. Each phase mirror has a different recharge time and limit to the number of creatures that can be attuned to it, depending on the mirror's size.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13020,7 +13020,7 @@ "fields": { "name": "Phidjetz Spinner", "desc": "This dart was crafted by the monk Phidjetz, a martial recluse obsessed with dragons. The spinner consists of a golden central disk with four metal dragon heads protruding symmetrically from its center point: one red, one white, one blue and one black. As an action, you can spin the disk using the pinch grip in its center. You choose a single target within 30 feet and make a ranged attack roll. The spinner then flies at the chosen target. Once airborne, each dragon head emits a blast of elemental energy appropriate to its type. When you hit a creature, determine which dragon head affects it by rolling a d4 on the following chart. | d4 | Effect |\n| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | Red. The target takes 1d6 fire damage and combustible materials on the target ignite, doing 1d4 fire damage each turn until it is put out. |\n| 2 | White. The target takes 1d6 cold damage and is restrained until the start of your next turn. |\n| 3 | Blue. The target takes 1d6 lightning damage and is paralyzed until the start of your next turn. |\n| 4 | Black. The target takes 1d6 acid damage and is poisoned until the start of your next turn. | After the attack, the spinner flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13039,7 +13039,7 @@ "fields": { "name": "Philter of Luck", "desc": "When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll a d3 to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and reroll the d20. This effect ends after you tap into your good fortune or when 1 hour has passed. | d3 | Use fortune for |\n| --- | --------------- |\n| 1 | ability checks |\n| 2 | saving throws |\n| 3 | attack rolls |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13058,7 +13058,7 @@ "fields": { "name": "Phoenix Ember", "desc": "This egg-shaped red and black stone is hot to the touch. An ancient, fossilized phoenix egg, the stone holds the burning essence of life and rebirth. While you are carrying the stone, you have resistance to fire damage. Fiery Rebirth. If you drop to 0 hit points while carrying the stone, you can drop to 1 hit point instead. If you do, a wave of flame bursts out from you, filling the area within 20 feet of you. Each of your enemies in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until the next dawn, and a small, burning crack appears in the egg’s surface. Spells. The stone has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: revivify (1 charge), raise dead (2 charges), or resurrection (3 charges, the spell functions as long as some bit of the target’s body remains, even just ashes or dust). If you expend the last charge, roll a d20. On a 1, the stone shatters into searing fragments, and a firebird (see Tome of Beasts) arises from the ashes. On any other roll, the stone regains 1d3 charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13077,7 +13077,7 @@ "fields": { "name": "Pick of Ice Breaking", "desc": "The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn't have a damage threshold when determining the damage you deal to it with this weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13096,7 +13096,7 @@ "fields": { "name": "Pipes of Madness", "desc": "You must be proficient with wind instruments to use these strange, pale ivory pipes. They have 5 charges. You can use an action to play them and expend 1 charge to emit a weird strain of alien music that is audible up to 600 feet away. Choose up to three creatures within 60 feet of you that can hear you play. Each target must succeed on a DC 15 Wisdom saving throw or be affected as if you had cast the confusion spell on it. The pipes regain 1d4 + 1 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13115,7 +13115,7 @@ "fields": { "name": "Pistol of the Umbral Court", "desc": "This hand crossbow is made from coal-colored wood. Its limb is made from cold steel and boasts engravings of sharp teeth. The barrel is magically oiled and smells faintly of ash. The grip is made from rough leather. You gain a +2 bonus on attack and damage rolls made with this magic weapon. When you hit with an attack with this weapon, you can force the target of your attack to succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. The target takes damage, as normal, whether it was pushed away or not. As a bonus action, you can increase the distance creatures are pushed to 20 feet for 1 minute. If the creature strikes a solid object before the movement is complete, it takes 1d6 bludgeoning damage for every 10 feet traveled. Once used, this property of the crossbow can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13134,7 +13134,7 @@ "fields": { "name": "Plate of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13153,7 +13153,7 @@ "fields": { "name": "Plate of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13172,7 +13172,7 @@ "fields": { "name": "Plate of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13191,7 +13191,7 @@ "fields": { "name": "Plumb of the Elements", "desc": "This four-faceted lead weight is hung on a long leather strip, which can be wound around the haft or handle of any melee weapon. You can remove the plumb and transfer it to another weapon whenever you wish. Weapons with the plumb attached to it deal additional force damage equal to your proficiency bonus (up to a maximum of 3). As an action, you can activate the plumb to change this additional damage type to fire, cold, lightning, or back to force.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13210,7 +13210,7 @@ "fields": { "name": "Plunderer's Sea Chest", "desc": "This oak chest, measuring 3 feet by 5 feet by 3 feet, is secured with iron bands, which depict naval combat and scenes of piracy. The chest opens into an extradimensional space that can hold up to 3,500 cubic feet or 15,000 pounds of material. The chest always weighs 200 pounds, regardless of its contents. Placing an item in the sea chest follows the normal rules for interacting with objects. Retrieving an item from the chest requires you to use an action. When you open the chest to access a specific item, that item is always magically on top. If the chest is destroyed, its contents are lost forever, though an artifact that was inside always turns up again, somewhere. If a bag of holding, portable hole, or similar object is placed within the chest, that item and the contents of the chest are immediately destroyed, and the magic of the chest is disrupted for one day, after which the chest resumes functioning as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13229,7 +13229,7 @@ "fields": { "name": "Pocket Oasis", "desc": "When you unfold and throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra-dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell, and a vine dangles from the opening in place of a rope, allowing access to the oasis. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis can't be used again for 24 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13248,7 +13248,7 @@ "fields": { "name": "Pocket Spark", "desc": "What looks like a simple snuff box contains a magical, glowing ember. Though warm to the touch, the ember can be handled without damage. It can be used to ignite flammable materials quickly. Using it to light a torch, lantern, or anything else with abundant, exposed fuel takes a bonus action. Lighting any other fire takes an action. The ember is consumed when used. If the ember is consumed, the box creates a new ember at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13267,7 +13267,7 @@ "fields": { "name": "Poison Strand", "desc": "When you hit with an attack using this magic whip, the target takes an extra 2d4 poison damage. If you hold one end of the whip and use an action to speak its command word, the other end magically extends and darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 17 Dexterity saving throw or become restrained. While restrained, the target takes 2d4 poison damage at the start of each of its turns, and you can use an action to pull the target up to 20 feet toward you. If you would move the target into damaging terrain, such as lava or a pit, it can make a DC 17 Strength saving throw. On a success, the target isn't pulled toward you. You can't use the whip to make attacks while it is restraining a target, and if you release your end of the whip, the target is no longer restrained. The restrained target can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the target is no longer restrained by the whip. When the whip has restrained creatures for a total of 1 minute, you can't restrain a creature with the whip again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13286,7 +13286,7 @@ "fields": { "name": "Potent Cure-All", "desc": "The milky liquid in this bottle shimmers when agitated, as small, glittering particles swirl within it. When you drink this potion, it reduces your exhaustion level by one, removes any reduction to one of your ability scores, removes the blinded, deafened, paralyzed, and poisoned conditions, and cures you of any diseases currently afflicting you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13305,7 +13305,7 @@ "fields": { "name": "Potion of Air Breathing", "desc": "This potion's pale blue fluid smells like salty air, and a seagull's feather floats in it. You can breathe air for 1 hour after drinking this potion. If you could already breathe air, this potion has no effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13324,7 +13324,7 @@ "fields": { "name": "Potion of Bad Taste", "desc": "This brown, sludgy potion tastes extremely foul. When you drink this potion, the taste of your flesh is altered to be unpalatable for 1 hour. During this time, if a creature hits you with a bite attack, it must succeed on a DC 10 Constitution saving throw or spend its next action gagging and retching. A creature with an Intelligence of 4 or lower avoids biting you again unless compelled or commanded by an outside force or if you attack it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13343,7 +13343,7 @@ "fields": { "name": "Potion of Bouncing", "desc": "A small, red sphere bobs up and down in the clear, effervescent liquid inside this bottle but disappears when the bottle is opened. When you drink this potion, your body becomes rubbery, and you are immune to falling damage for 1 hour. If you fall at least 10 feet, your body bounces back the same distance. As a reaction while falling, you can angle your fall and position your legs to redirect this distance. For example, if you fall 60 feet, you can redirect your bounce to propel you 30 feet up and 30 feet forward from the position where you landed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13362,7 +13362,7 @@ "fields": { "name": "Potion of Buoyancy", "desc": "When you drink this clear, effervescent liquid, your body becomes unnaturally buoyant for 1 hour. When you are immersed in water or other liquids, you rise to the surface (at a rate of up to 30 feet per round) to float and bob there. You have advantage on Strength (Athletics) checks made to swim or stay afloat in rough water, and you automatically succeed on such checks in calm waters.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13381,7 +13381,7 @@ "fields": { "name": "Potion of Dire Cleansing", "desc": "For 1 hour after drinking this potion, you have resistance to poison damage, and you have advantage on saving throws against being blinded, deafened, paralyzed, and poisoned. In addition, if you are poisoned, this potion neutralizes the poison. Known for its powerful, somewhat burning smell, this potion is difficult to drink, requiring a successful DC 13 Constitution saving throw to drink it. On a failure, you are poisoned for 10 minutes and don't gain the benefits of the potion.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13400,7 +13400,7 @@ "fields": { "name": "Potion of Ebbing Strength", "desc": "When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. The recipe for this potion is flawed and infused with dangerous Void energies. When you drink this potion, you are also poisoned. While poisoned, you take 2d4 poison damage at the end of each minute. If you are reduced to 0 hit points while poisoned, you have disadvantage on death saving throws. This bubbling, pale blue potion is commonly used by the derro and is almost always paired with a Potion of Dire Cleansing or Holy Verdant Bat Droppings (see page 147). Warriors who use this potion without a method of removing the poison don't intend to return home from battle.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13419,7 +13419,7 @@ "fields": { "name": "Potion of Effulgence", "desc": "When you drink this potion, your skin glows with radiance, and you are filled with joy and bliss for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. While glowing, you are blinded and have disadvantage on Dexterity (Stealth) checks to hide. If a creature with the Sunlight Sensitivity trait starts its turn in the bright light you shed, it takes 2d4 radiant damage. This potion's golden liquid sparkles with motes of sunlight.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13438,7 +13438,7 @@ "fields": { "name": "Potion of Empowering Truth", "desc": "A withered snake's tongue floats in the shimmering gold liquid within this crystalline vial. When you drink this potion, you regain one expended spell slot or one expended use of a class feature, such as Divine Sense, Rage, Wild Shape, or other feature with limited uses. Until you finish a long rest, you can't speak a deliberate lie. You are aware of this effect after drinking the potion. Your words can be evasive, as long as they remain within the boundaries of the truth.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13457,7 +13457,7 @@ "fields": { "name": "Potion of Freezing Fog", "desc": "After drinking this potion, you can use an action to exhale a cloud of icy fog in a 20-foot cube originating from you. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Constitution saving throw or take 2d4 cold damage. The effects of this potion end after you have exhaled one fog cloud or 1 hour has passed. This potion has a gray, cloudy appearance and swirls vigorously when shaken.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13476,7 +13476,7 @@ "fields": { "name": "Potion of Malleability", "desc": "The glass bottle holding this thick, red liquid is strangely pliable, and compresses in your hand under the slightest pressure while it still holds the magical liquid. When you drink this potion, your body becomes extremely flexible and adaptable to pressure. For 1 hour, you have resistance to bludgeoning damage, can squeeze through a space large enough for a creature two sizes smaller than you, and have advantage on Dexterity (Acrobatics) checks made to escape a grapple.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13495,7 +13495,7 @@ "fields": { "name": "Potion of Sand Form", "desc": "This potion's container holds a gritty liquid that moves and pours like water filled with fine particles of sand. When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. While in this gaseous form, your appearance is that of a vortex of spiraling sand instead of a misty cloud. In addition, you have advantage on Dexterity (Stealth) checks while in a sandy environment, and, while motionless in a sandy environment, you are indistinguishable from an ordinary swirl of sand.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13514,7 +13514,7 @@ "fields": { "name": "Potion of Skating", "desc": "For 1 hour after you drink this potion, you can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement. This sparkling blue liquid contains tiny snowflakes that disappear when shaken.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13533,7 +13533,7 @@ "fields": { "name": "Potion of Transparency", "desc": "The liquid in this vial is clear like water, and it gives off a slight iridescent sheen when shaken or swirled. When you drink this potion, you and everything you are wearing and carrying turn transparent, but not completely invisible, for 10 minutes. During this time, you have advantage on Dexterity (Stealth) checks, and ranged attacks against you have disadvantage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13552,7 +13552,7 @@ "fields": { "name": "Potion of Worg Form", "desc": "Small flecks of brown hair are suspended in this clear, syrupy liquid. When you drink this potion, you transform into a worg for 1 hour. This works like the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. While in worg form, you can speak normally, and you can cast spells that have only verbal components. This transformation doesn't give you knowledge of the Goblin or Worg languages, and you are able to speak and understand those languages only if you knew them before the transformation.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13571,7 +13571,7 @@ "fields": { "name": "Prayer Mat", "desc": "This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat's colors change to the iconography and colors most appropriate for your deity. If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13590,7 +13590,7 @@ "fields": { "name": "Primal Doom of Anguish", "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13609,7 +13609,7 @@ "fields": { "name": "Primal Doom of Pain", "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13628,7 +13628,7 @@ "fields": { "name": "Primal Doom of Rage", "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13647,7 +13647,7 @@ "fields": { "name": "Primordial Scale", "desc": "This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13666,7 +13666,7 @@ "fields": { "name": "Prospecting Compass", "desc": "This battered, old compass has engravings of lumps of ore and natural crystalline minerals. While holding this compass, you can use an action to name a type of metal or stone. The compass points to the nearest naturally occurring source of that metal or stone for 1 hour or until you name a different type of metal or stone. The compass can point to cut gemstones, but it can't point to processed metals, such as iron swords or gold coins. The compass can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13685,7 +13685,7 @@ "fields": { "name": "Quick-Change Mirror", "desc": "This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror's command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice). The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can't include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM's discretion. To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror's second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13704,7 +13704,7 @@ "fields": { "name": "Quill of Scribing", "desc": "This quill is fashioned from the feather of some exotic beast, often a giant eagle, griffon, or hippogriff. When you take an action to speak the command word, the quill animates, transcribing each word spoken by you, and up to three other creatures you designate, onto whatever material is placed before it until the command word is spoken again, or it has scribed 250 words. Once used, the quill can't be used again for 8 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13723,7 +13723,7 @@ "fields": { "name": "Quilted Bridge", "desc": "A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. You can use an action to unfold it and pour out three drops of wine in tribute to its maker. If you do so, the blanket becomes a 5-foot wide, 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13742,7 +13742,7 @@ "fields": { "name": "Radiance Bomb", "desc": "This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together. You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13761,7 +13761,7 @@ "fields": { "name": "Radiant Bracers", "desc": "These bronze bracers are engraved with the image of an ankh with outstretched wings. While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric's Turn Undead class feature, except it can't be used to destroy undead. The bracers can't be used to turn undead again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13780,7 +13780,7 @@ "fields": { "name": "Radiant Libram", "desc": "The gilded pages of this holy tome are bound between thin plates of moonstone crystal that emit a gentle incandescence. Aureate celestial runes adorn nearly every inch of its blessed surface. In addition, while you are attuned to the book, the spells written in it count as prepared spells and don't count against the number of spells you can prepare each day. You don't gain additional spell slots from this feature. The following spells are written in the book: beacon of hope, bless, calm emotions, commune, cure wounds, daylight, detect evil and good, divine favor, flame strike, gentle repose, guidance, guiding bolt, heroism, lesser restoration, light, produce flame, protection from evil and good, sacred flame, sanctuary, and spare the dying. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once used, this property of the book can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13799,7 +13799,7 @@ "fields": { "name": "Rain of Chaos", "desc": "This magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a 1d8. The number rolled determines the damage type of the extra damage. | d8 | Damage Type |\n| --- | ----------- |\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Lightning |\n| 5 | Necrotic |\n| 6 | Poison |\n| 7 | Radiant |\n| 8 | Thunder |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13818,7 +13818,7 @@ "fields": { "name": "Rainbow Extract", "desc": "This thin, oily liquid shimmers with the colors of the spectrum. For 1 hour after drinking this potion, you can use an action to change the color of your hair, skin, eyes, or all three to any color or mixture of colors in any hue, pattern, or saturation you choose. You can change the colors as often as you want for the duration, but the color changes disappear at the end of the duration.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13837,7 +13837,7 @@ "fields": { "name": "Rapier of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13856,7 +13856,7 @@ "fields": { "name": "Ravager's Axe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any attack with this axe that hits a structure or an object that isn't being worn or carried is a critical hit. When you roll a 20 on an attack roll made with this axe, the target takes an extra 1d10 cold damage and 1d10 necrotic damage as the axe briefly becomes a rift to the Void.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13875,7 +13875,7 @@ "fields": { "name": "Recondite Shield", "desc": "While wearing this ring, you can use a bonus action to create a weightless, magic shield that shimmers with arcane energy. You must be proficient with shields to wield this semitranslucent shield, and you wield it in the same hand that wears the ring. The shield lasts for 1 hour or until you dismiss it (no action required). Once used, you can't use the ring in this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13894,7 +13894,7 @@ "fields": { "name": "Recording Book", "desc": "This book, which hosts a dormant Bookkeeper (see Creature Codex), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again. The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours' worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book's recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13913,7 +13913,7 @@ "fields": { "name": "Reef Splitter", "desc": "The head of this warhammer is constructed of undersea volcanic rock and etched with images of roaring flames and boiling water. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the hammer erupts with magma, and the target takes an extra 4d6 fire damage. In addition, if the target is underwater, the water around it begins to boil with the heat of your blow, and each creature other than you within 5 feet of the target takes 2d6 fire damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13932,7 +13932,7 @@ "fields": { "name": "Relocation Cable", "desc": "This 60-foot length of fine wire cable weighs 2 pounds. If you hold one end of the cable and use an action to speak its command word, the other end plunges into the ground, burrowing through dirt, sand, snow, mud, ice, and similar material to emerge from the ground at a destination you can see up to its maximum length away. The cable can't burrow through solid rock. On the turn it is activated, you can use a bonus action to magically travel from one end of the cable to the other, appearing in an unoccupied space within 5 feet of the other end. On subsequent turns, any creature in contact with one end of the cable can use an action to appear in an unoccupied space within 5 feet of the other end of it. A creature magically traveling from one end of the cable to the other doesn't provoke opportunity attacks. You can retract the cable by using a bonus action to speak the command word a second time.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13951,7 +13951,7 @@ "fields": { "name": "Resolute Bracer", "desc": "This ornamental bracer features a reservoir sewn into its lining. As an action, you can fill the reservoir with a single potion or vial of liquid, such as a potion of healing or antitoxin. While attuned to this bracer, you can use a bonus action to speak the command word and absorb the liquid as if you had consumed it. Liquid stored in the bracer for longer than 8 hours evaporates.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13970,7 +13970,7 @@ "fields": { "name": "Retribution Armor", "desc": "Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature. - You have resistance to necrotic damage, and you are immune to poison damage. - You can't be charmed or poisoned, and you don't suffer from exhaustion.\n- You have darkvision out to a range of 60 feet.\n- You have advantage on saving throws against effects that turn undead.\n- You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you. You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don't activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13989,7 +13989,7 @@ "fields": { "name": "Revenant's Shawl", "desc": "This shawl is made of old raven feathers woven together with elk sinew and small bones. When you are reduced to 0 hit points while wearing the shawl, it explodes in a burst of freezing wind. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. You then regain 4d6 hit points, and the shawl disintegrates into fine black powder.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14008,7 +14008,7 @@ "fields": { "name": "Rift Orb", "desc": "This orb is a sphere of obsidian 3 inches in diameter. When you speak the command word in Void Speech, you can throw the sphere as an action to a point within 60 feet. When the sphere reaches the point you choose or if it strikes a solid object on the way, it immediately stops and generates a tiny rift into the Void. The area within 20 feet of the rift orb becomes difficult terrain, and gravity begins drawing everything in the affected area toward the rift. Each creature in the area at the start of its turn, or when it enters the area for the first time on a turn, must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the rift. A creature that touches the rift takes 4d10 necrotic damage. Unattended objects in the area are pulled 10 feet toward the rift at the start of your turn. Nonmagical objects pulled into the rift are destroyed. The rift orb functions for 1 minute, after which time it becomes inert. It can't be used again until the following midnight.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14027,7 +14027,7 @@ "fields": { "name": "Ring Mail of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14046,7 +14046,7 @@ "fields": { "name": "Ring Mail of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14065,7 +14065,7 @@ "fields": { "name": "Ring Mail of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14084,7 +14084,7 @@ "fields": { "name": "Ring of Arcane Adjustment", "desc": "This stylized silver ring is favored by spellcasters accustomed to fighting creatures capable of shrugging off most spells. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you cast a spell of 5th level or lower that has only one target and the target succeeds on the saving throw, you can use a reaction and expend 1 charge from the ring to change the spell's target to a new target within the spell's range. The new target is then affected by the spell, but the new target has advantage on the saving throw. You can't move the spell more than once this way, even if the new target succeeds on the saving throw. You can't move a spell that affects an area, that has multiple targets, that requires an attack roll, or that allows the target to make a saving throw to reduce, but not prevent, the effects of the spell, such as blight or feeblemind.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14103,7 +14103,7 @@ "fields": { "name": "Ring of Bravado", "desc": "This polished brass ring has 3 charges. While wearing the ring, you are inspired to daring acts that risk life and limb, especially if such acts would impress or intimidate others who witness them. When you choose a course of action that could result in serious harm or possible death (your GM has final say in if an action qualifies), you can expend 1 of the ring's charges to roll a d10 and add the number rolled to any d20 roll you make to achieve success or avoid damage, such as a Strength (Athletics) check to scale a sheer cliff and avoid falling or a Dexterity saving throw made to run through a hallway filled with swinging blades. The ring regains all expended charges daily at dawn. In addition, if you fail on a roll boosted by the ring, and you failed the roll by only 1, the ring regains 1 expended charge, as its magic recognizes a valiant effort.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14122,7 +14122,7 @@ "fields": { "name": "Ring of Deceiver's Warning", "desc": "This copper ring is set with a round stone of blue quartz. While you wear the ring, the stone's color changes to red if a shapechanger comes within 30 feet of you. For the purpose of this ring, “shapechanger” refers to any creature with the Shapechanger trait.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14141,7 +14141,7 @@ "fields": { "name": "Ring of Dragon's Discernment", "desc": "A large, orange cat's eye gem is held in the fittings of this ornate silver ring, looking as if it is grasped by scaled talons. While wearing this ring, your senses are sharpened. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can take the Search action as a bonus action. In addition, you are able to discern the value of any object made of precious metals or minerals or rare materials by handling it for 1 round.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14160,7 +14160,7 @@ "fields": { "name": "Ring of Featherweight Weapons", "desc": "If you normally have disadvantage on attack rolls made with weapons with the Heavy property due to your size, you don't have disadvantage on those attack rolls while you wear this ring. This ring has no effect on you if you are Medium or larger or if you don't normally have disadvantage on attack rolls with heavy weapons.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14179,7 +14179,7 @@ "fields": { "name": "Ring of Giant Mingling", "desc": "While wearing this ring, your size changes to match the size of those around you. If you are a Large creature and start your turn within 100 feet of four or more Medium creatures, this ring makes you Medium. Similarly, if you are a Medium creature and start your turn within 100 feet of four or more Large creatures, this ring makes you Large. These effects work like the effects of the enlarge/reduce spell, except they persist as long as you wear the ring and satisfy the conditions.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14198,7 +14198,7 @@ "fields": { "name": "Ring of Hoarded Life", "desc": "This ring stores hit points sacrificed to it, holding them until the attuned wearer uses them. The ring can store up to 30 hit points at a time. When found, it contains 2d10 stored hit points. While wearing this ring, you can use an action to spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the ring stores the total, up to 30 hit points. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts as long as hit points remain stored in the ring. You can't store hit points in the ring if you don't have blood. When hit points are stored in the ring, you can cause one of the following effects: - You can use a bonus action to remove stored hit points from the ring and regain that number of hit points.\n- You can use an action to remove stored hit points from the ring while touching the ring to a creature. If you do so, the creature regains hit points equal to the amount of hit points you removed from the ring.\n- When you are reduced to 0 hit points and are not killed outright, you can use a reaction to empty the ring of stored hit points and regain hit points equal to that amount. Hit Dice spent on this ring's features can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14217,7 +14217,7 @@ "fields": { "name": "Ring of Imperious Command", "desc": "Embossed in gold on this heavy iron ring is the image of a crown. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing this ring, you have advantage on Charisma (Intimidation) checks, and you can project your voice up to 300 feet with perfect clarity. In addition, you can use an action and expend 1 of the ring's charges to command a creature you can see within 30 feet of you to kneel before you. The target must make a DC 15 Charisma saving throw. On a failure, the target spends its next turn moving toward you by the shortest and most direct route then falls prone and ends its turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14236,7 +14236,7 @@ "fields": { "name": "Ring of Light's Comfort", "desc": "A disc of white chalcedony sits within an encompassing band of black onyx, set into fittings on this pewter ring. While wearing this ring in dim light or darkness, you can use a bonus action to speak the ring's command word, causing it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The ring automatically sheds this light if you start your turn within 60 feet of an undead or lycanthrope. The light lasts until you use a bonus action to repeat the command word. In addition, you can't be charmed, frightened, or possessed by undead or lycanthropes.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14255,7 +14255,7 @@ "fields": { "name": "Ring of Night's Solace", "desc": "A disc of black onyx sits within an encompassing band of white chalcedony, set into fittings on this pewter ring. While wearing this ring in bright light, you are draped in a comforting cloak of shadow, protecting you from the harshest glare. If you have the Sunlight Sensitivity trait or a similar trait that causes you to have disadvantage on attack rolls or Wisdom (Perception) checks while in bright light or sunlight, you don't suffer those effects while wearing this ring. In addition, you have advantage on saving throws against being blinded.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14274,7 +14274,7 @@ "fields": { "name": "Ring of Powerful Summons", "desc": "When you summon a creature with a conjuration spell while wearing this ring, the creature gains a +1 bonus to attack and damage rolls and 1d4 + 4 temporary hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14293,7 +14293,7 @@ "fields": { "name": "Ring of Remembrance", "desc": "This ring is a sturdy piece of string, tied at the ends to form a circle. While wearing it, you can use an action to invoke its power by twisting it on your finger. If you do so, you have advantage on the next Intelligence check you make to recall information. The ring can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14312,7 +14312,7 @@ "fields": { "name": "Ring of Sealing", "desc": "This ring appears to be made of golden chain links. It has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with a melee attack while wearing this ring, you can use a bonus action and expend 1 of the ring's charges to cause mystical golden chains to spring from the ground and wrap around the creature. The target must make a DC 17 Wisdom saving throw. On a failure, the magical chains hold the target firmly in place, and it is restrained. The target can't move or be moved by any means. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. However, if the target fails three consecutive saving throws, the chains bind the target permanently. A successful dispel magic (DC 17) cast on the chains destroys them.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14331,7 +14331,7 @@ "fields": { "name": "Ring of Shadows", "desc": "While wearing this ebony ring in dim light or darkness, you have advantage on Dexterity (Stealth) checks. When you roll a 20 on a Dexterity (Stealth) check, the ring's magic ceases to function until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14350,7 +14350,7 @@ "fields": { "name": "Ring of Small Mercies", "desc": "While wearing this plain, beaten pewter ring, you can use an action to cast the spare the dying spell from it at will.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14369,7 +14369,7 @@ "fields": { "name": "Ring of Stored Vitality", "desc": "While you are attuned to and wearing this ring of polished, white chalcedony, you can feed some of your vitality into the ring to charge it. You can use an action to suffer 1 level of exhaustion. For each level of exhaustion you suffer, the ring regains 1 charge. The ring can store up to 3 charges. As the ring increases in charges, its color reddens, becoming a deep red when it has 3 charges. Your level of exhaustion can be reduced by normal means. If you already suffer from 3 or more levels of exhaustion, you can't suffer another level of exhaustion to restore a charge to the ring. While wearing the ring and suffering exhaustion, you can use an action to expend 1 or more charges from the ring to reduce your exhaustion level. Your exhaustion level is reduced by 1 for each charge you expend.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14388,7 +14388,7 @@ "fields": { "name": "Ring of the Dolphin", "desc": "This gold ring bears a jade carving in the shape of a leaping dolphin. While wearing this ring, you have a swimming speed of 40 feet. In addition, you can hold your breath for twice as long while underwater.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14407,7 +14407,7 @@ "fields": { "name": "Ring of the Frog", "desc": "A pale chrysoprase cut into the shape of a frog is the centerpiece of this tarnished copper ring. While wearing this ring, you have a swimming speed of 20 feet, and you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14426,7 +14426,7 @@ "fields": { "name": "Ring of the Frost Knight", "desc": "This white gold ring is covered in a thin sheet of ice and always feels cold to the touch. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 charge to surround yourself in a suit of enchanted ice that resembles plate armor. For 1 hour, your AC can't be less than 16, regardless of what kind of armor you are wearing, and you have resistance to cold damage. The icy armor melts, ending the effect early, if you take 20 fire damage or more.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14445,7 +14445,7 @@ "fields": { "name": "Ring of the Grove's Guardian", "desc": "This pale gold ring looks as though made of delicately braided vines wrapped around a small, rough obsidian stone. While wearing this ring, you have advantage on Wisdom (Perception) checks. You can use an action to speak the ring's command word to activate it and draw upon the vitality of the grove to which the ring is bound. You regain 2d10 hit points. Once used, this property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14464,7 +14464,7 @@ "fields": { "name": "Ring of the Jarl", "desc": "This thick band of hammered yellow gold is warm to the touch even in the coldest of climes. While you wear it, you have resistance to cold damage. If you are also wearing boots of the winterlands, you are immune to cold damage instead. Bolstering Shout. When you roll for initiative while wearing this ring, you can use a reaction to shout a war cry, bolstering your allies. Each friendly creature within 30 feet of you and that can hear you gains a +2 bonus on its initiative roll, and it has advantage on attack rolls for a number of rounds equal to your Charisma modifier (minimum of 1 round). Once used, this property of the ring can’t be used again until the next dawn. Wergild. While wearing this ring, you can use an action to create a nonmagical duplicate of the ring that is worth 100 gp. You can bestow this ring upon another as a gift. The ring can’t be used for common barter or trade, but it can be used for debts and payment of a warlike nature. You can give this ring to a subordinate warrior in your service or to someone to whom you owe a blood-debt, as a weregild in lieu of further fighting. You can create up to 3 of these rings each week. Rings that are not gifted within 24 hours of their creation vanish again.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14483,7 +14483,7 @@ "fields": { "name": "Ring of the Water Dancer", "desc": "This thin braided purple ring is fashioned from a single piece of coral. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. In addition, while walking atop any liquid, your movement speed increases by 10 feet and you gain a +1 bonus to your AC.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14502,7 +14502,7 @@ "fields": { "name": "Ring of Ursa", "desc": "This wooden ring is set with a strip of fossilized honey. While wearing this ring, you gain the following benefits: - Your Strength score increases by 2, to a maximum of 20.\n- You have advantage on Charisma (Persuasion) checks made to interact with bearfolk. In addition, while attuned to the ring, your hair grows thick and abundant. Your facial features grow more snout-like, and your teeth elongate. If you aren't a bearfolk, you gain the following benefits while wearing the ring:\n- You can now make a bite attack as an unarmed strike. When you hit with it, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - You gain a powerful build and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14521,7 +14521,7 @@ "fields": { "name": "River Token", "desc": "This small pebble measures 3/4 of an inch in diameter and weighs an ounce. The pebbles are often shaped like salmon, river clams, or iridescent river rocks. Typically, 1d4 + 4 river tokens are found together. The token gives off a distinct shine in sunlight and radiates a scent of fresh, roiling water. It is sturdy but crumbles easily if crushed. As an action, you can destroy the token by crushing it and sprinkling the remains into a river, calming the waters to a gentle current and soothing nearby water-dwelling creatures for 1 hour. Water-dwelling beasts in the river with an Intelligence of 3 or lower are soothed and indifferent toward passing humanoids for the duration. The token's magic soothes but doesn't fully suppress the hostilities of all other water-dwelling creatures. For the duration, each other water-dwelling creature must succeed on a DC 15 Wisdom saving throw to attack or take hostile actions toward passing humanoids. The token's soothing magic ends on a creature if that creature is attacked.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14540,7 +14540,7 @@ "fields": { "name": "Riverine Blade", "desc": "The crossguard of this distinctive sword depicts a stylized Garroter Crab (see Tome of Beasts) with claws extended, and the pommel is set with a smooth, spherical, blue-black river rock. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While on a boat or while standing in any depth of water, you have advantage on Dexterity checks and saving throws.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14559,7 +14559,7 @@ "fields": { "name": "Rod of Blade Bending", "desc": "This simple iron rod functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. Blade Bend. While holding the rod, you can use an action to activate it, creating a magical field around you for 10 minutes. When a creature attacks you with a melee weapon that deals piercing or slashing damage while the field is active, it must make a DC 15 Wisdom saving throw. On a failure, the creature’s attack misses. On a success, the creature’s attack hits you, but you have resistance to any piercing or slashing damage dealt by the attack as the weapon bends partially away from your body. Once used, this property can’t be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14578,7 +14578,7 @@ "fields": { "name": "Rod of Bubbles", "desc": "This rod appears to be made of foamy bubbles, but it is completely solid to the touch. This rod has 3 charges. While holding it, you can use an action to expend 1 of its charges to conjure a bubble around a creature or object within 30 feet. If the target is a creature, it must make a DC 15 Strength saving throw. On a failed save, the target becomes trapped in a 10-foot sphere of water. A Huge or larger creature automatically succeeds on this saving throw. A creature trapped within the bubble is restrained unless it has a swimming speed and can't breathe unless it can breathe water. If the target is an object, it becomes soaked in water, any fire effects are extinguished, and any acid effects are negated. The bubble floats in the exact spot where it was conjured for up to 1 minute, unless blown by a strong wind or moved by water. The bubble has 50 hit points, AC 8, immunity to acid damage and vulnerability to piercing damage. The inside of the bubble also has resistance to all damage except piercing damage. The bubble disappears after 1 minute or when it is reduced to 0 hit points. When not in use, this rod can be commanded to take liquid form and be stored in a small vial. The rod regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14597,7 +14597,7 @@ "fields": { "name": "Rod of Conveyance", "desc": "The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell's 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14616,7 +14616,7 @@ "fields": { "name": "Rod of Deflection", "desc": "This thin, flexible rod is made of braided silver and brass wire and topped with a spoon-like cup. While holding the rod, you can use a reaction to deflect a ranged weapon attack against you. You can simply cause the attack to miss, or you can attempt to redirect the attack against another target, even your attacker. The attack must have enough remaining range to reach the new target. If the additional distance between yourself and the new target is within the attack's long range, it is made at disadvantage as normal, using the original attack roll as the first roll. The rod has 3 charges. You can expend a charge as a reaction to redirect a ranged spell attack as if it were a ranged weapon attack, up to the spell's maximum range. The rod regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14635,7 +14635,7 @@ "fields": { "name": "Rod of Ghastly Might", "desc": "The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below. If you press **button 1**, the rod's head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits. If you press **button 2**, the rod's head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn. If you press **button 3**, a 2-foot blade springs from the tip of the rod's handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it. If you press **button 4**, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod's handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone. If you press **button 5**, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you. Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead. Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can’t be used again until the next dusk. Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14654,7 +14654,7 @@ "fields": { "name": "Rod of Hellish Grounding", "desc": "This curious jade rod is tipped with a knob of crimson crystal that glows and shimmers with eldritch phosphorescence. While holding or carrying the rod, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Acrobatics) checks. Hellish Desiccation. While holding this rod, you can use an action to fire a crimson ray at an object or creature made of metal that you can see within 60 feet of you. The ray forms a 5-foot wide line between you and the target. Each creature in that line that isn’t a construct or an undead must make a DC 15 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. Creatures and objects made of metal are unaffected. If this damage reduces a creature to 0 hit points, it is desiccated. A desiccated creature is reduced to a withered corpse, but everything it is wearing and carrying is unaffected. The creature can be restored to life only by means of a true resurrection or a wish spell. Once used, this property can’t be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14673,7 +14673,7 @@ "fields": { "name": "Rod of Icicles", "desc": "This white crystalline rod is shaped like an icicle. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to attack one creature you can see within 60 feet of you. The rod launches an icicle at the target and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 piercing damage and 2d6 cold damage. On a critical hit, the target is also paralyzed until the end of its next turn as it momentarily freezes. If you take fire damage while holding this rod, you become immune to fire damage for 1 minute, and the rod loses 2 charges. If the rod has only 1 charge remaining when you take fire damage, you become immune to fire damage, as normal, but the rod melts into a puddle of water and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14692,7 +14692,7 @@ "fields": { "name": "Rod of Reformation", "desc": "This rod of polished white oak is wrapped in a knotted cord with three iron rings binding each end. If you are holding the rod and fail a saving throw against a transmutation spell or other effect that would change your body or remove or alter parts of you, you can choose to succeed instead. The rod can’t be used this way again until the next dawn. The rod has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rings fall off, the cord unknots, and the entire rod slowly falls to pieces and is destroyed. Cure Transformation. While holding the rod, you can use an action to expend 1 charge while touching a creature that has been affected by a transmutation spell or other effect that changed its physical form, such as the polymorph spell or a medusa's Petrifying Gaze. The rod restores the creature to its original form. If the creature is willingly transformed, such as a druid using Wild Shape, you must make a melee weapon attack roll, using the rod. You are proficient with the rod if you are proficient with clubs. On a hit, you can expend 1 of the rod’s charges to force the target to make a DC 15 Constitution saving throw. On a failure, the target reverts to its original form. Mend Form. While holding the rod, you can use an action to expend 2 charges to reattach a creature's severed limb or body part. The limb must be held in place while you use the rod, and the process takes 1 minute to complete. You can’t reattach limbs or other body parts to dead creatures. If the limb is lost, you can spend 4 charges instead to regenerate the missing piece, which takes 2 minutes to complete. Reconstruct Form. While holding the rod, you can use an action to expend 5 charges to reconstruct the form of a creature or object that has been disintegrated, burned to ash, or similarly destroyed. An item is completely restored to its original state. A creature’s body is fully restored to the state it was in before it was destroyed. The creature isn’t restored to life, but this reconstruction of its form allows the creature to be restored to life by spells that require the body to be present, such as raise dead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14711,7 +14711,7 @@ "fields": { "name": "Rod of Repossession", "desc": "This short, metal rod is engraved with arcane runes and images of open hands. The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges and target an object within 30 feet of you that isn't being worn or carried. If the object weighs no more than 25 pounds, it floats to your open hand. If you have no hands free, the object sticks to the tip of the rod until the end of your next turn or until you remove it as a bonus action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14730,7 +14730,7 @@ "fields": { "name": "Rod of Sacrificial Blessing", "desc": "This silvery rod is set with rubies on each end. One end holds rubies shaped to resemble an open, fanged maw, and the other end's rubies are shaped to resemble a heart. While holding this rod, you can use an action to spend one or more Hit Dice, up to half your maximum Hit Dice, while pointing the heart-shaped ruby end of the rod at a target within 60 feet of you. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target regains hit points equal to the total hit points you lost. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14749,7 +14749,7 @@ "fields": { "name": "Rod of Sanguine Mastery", "desc": "This rod is topped with a red ram's skull with two backswept horns. As an action, you can spend one or more Hit Dice, up to half of your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and a target within 60 feet of you must make a DC 17 Dexterity saving throw, taking necrotic damage equal to the total on a failed save, or half as much damage on a successful one. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14768,7 +14768,7 @@ "fields": { "name": "Rod of Swarming Skulls", "desc": "An open-mouthed skull caps this thick, onyx rod. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While holding the rod, you can use an action and expend 1 of the rod's charges to unleash a swarm of miniature spectral blue skulls at a target within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failure, it takes 3d6 psychic damage and becomes paralyzed with fear until the end of its next turn. On a success, it takes half the damage and isn't paralyzed. Creatures that can't be frightened are immune to this effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14787,7 +14787,7 @@ "fields": { "name": "Rod of the Disciplinarian", "desc": "This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity— attacking, casting, moving, or similar. The activity can be as specific (don't attack the person next to you) or as open (don't cast a spell) as you want, but the activity must be a conscious act on the creature's part, must be something you can determine is upheld or broken, and can't immediately jeopardize the creature's life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can't forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14806,7 +14806,7 @@ "fields": { "name": "Rod of the Infernal Realms", "desc": "The withered, clawed hand of a demon or devil tops this iron rod. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can’t use this property again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14825,7 +14825,7 @@ "fields": { "name": "Rod of the Jester", "desc": "This wooden rod is decorated with colorful scarves and topped with a carving of a madly grinning head. Caper. While holding the rod, you can dance and perform general antics that attract attention. Make a DC 10 Charisma (Performance) check. On a success, one creature that can see and hear you must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute. The effect ends if the target can no longer see or hear you or if you are incapacitated. You can affect one additional creature for each 5 points by which you beat the DC (two creatures with a result of 15, three creatures with a result of 20, and so on). Once used, this property can’t be used again until the next dawn. Hideous Laughter. While holding the rod, you can use an action to cast the hideous laughter spell (save DC 15) from it. Once used, this property can’t be used again until the next dawn. Slapstick. You can use an action to swing the rod in the direction of a creature within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be pushed up to 5 feet away from you and knocked prone. If the target fails the saving throw by 5 or more, it is also stunned until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14844,7 +14844,7 @@ "fields": { "name": "Rod of the Mariner", "desc": "This thin bone rod is topped with the carved figurine of an albatross in flight. The rod has 5 charges. You can use an action to expend 1 or more of its charges and point the rod at one or more creatures you can see within 30 feet of you, expending 1 charge for each creature. Each target must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute. A cursed creature has disadvantage on attack rolls and saving throws while within 100 feet of a body of water that is at least 20 feet deep. The rod regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod crumbles to dust and is destroyed, and you must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute as if you had been the target of the rod's power.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14863,7 +14863,7 @@ "fields": { "name": "Rod of the Wastes", "desc": "Created by a holy order of knights to protect their most important members on missions into badlands and magical wastelands, these red gold rods are invaluable tools against the forces of evil. This rod has a rounded head, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. While holding or carrying the rod, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks made in badlands and wasteland terrain, and you have advantage on saving throws against being charmed or otherwise compelled by aberrations and fiends. If you are charmed or magically compelled by an aberration or fiend, the rod flashes with crimson light, alerting others to your predicament. Aberrant Smite. If you use Divine Smite when you hit an aberration or fiend with this rod, you use the highest number possible for each die of radiant damage rather than rolling one or more dice for the extra radiant damage. You must still roll damage dice for the rod’s damage, as normal. Once used, this property can’t be used again until the next dawn. Spells. You can use an action to cast one of the following spells from the rod: daylight, lesser restoration, or shield of faith. Once you cast a spell with this rod, you can’t cast that spell again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14882,7 +14882,7 @@ "fields": { "name": "Rod of Thorns", "desc": "Several long sharp thorns sprout along the edge of this stout wooden rod, and it functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to cast the spike growth spell (save DC 15) from it. Embed Thorn. When you hit a creature with this rod, you can expend 1 of its charges to embed a thorn in the creature. At the start of each of the creature’s turns, it must succeed on a DC 15 Constitution saving throw or take 2d6 piercing damage from the embedded thorn. If the creature succeeds on two saving throws, the thorn falls out and crumbles to dust. The successes don’t need to be consecutive. If the creature dies while the thorn is embedded, its body transforms into a patch of nonmagical brambles, which fill its space with difficult terrain.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14901,7 +14901,7 @@ "fields": { "name": "Rod of Underworld Navigation", "desc": "This finely carved rod is decorated with gold and small dragon scales. While underground and holding this rod, you know how deep below the surface you are. You also know the direction to the nearest exit leading upward. As an action while underground and holding this rod, you can use the find the path spell to find the shortest, most direct physical route to a location you are familiar with on the surface. Once used, the find the path property can't be used again until 3 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14920,7 +14920,7 @@ "fields": { "name": "Rod of Vapor", "desc": "This wooden rod is topped with a dragon's head, carved with its mouth yawning wide. While holding the rod, you can use an action to cause a thick mist to issue from the dragon's mouth, filling your space. As long as you maintain concentration, you leave a trail of mist behind you when you move. The mist forms a line that is 5 feet wide and as long as the distance you travel. This mist you leave behind you lasts for 2 rounds; its area is heavily obscured on the first round and lightly obscured on the second, then it dissipates. When the rod has produced enough mist to fill ten 5-foot-square areas, its magic ceases to function until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14939,7 +14939,7 @@ "fields": { "name": "Rod of Verbatim", "desc": "Tiny runic script covers much of this thin brass rod. While holding the rod, you can use a bonus action to activate it. For 10 minutes, it translates any language spoken within 30 feet of it into Common. The translation can be auditory, or it can appear as glowing, golden script, a choice you make when you activate it. If the translation appears on a surface, the surface must be within 30 feet of the rod and each word remains for 1 round after it was spoken. The rod's translation is literal, and it doesn't replicate or translate emotion or other nuances in speech, body language, or culture. Once used, the rod can't be used again until 1 hour has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14958,7 +14958,7 @@ "fields": { "name": "Rod of Warning", "desc": "This plain, wooden rod is topped with an orb of clear, polished crystal. You can use an action activate it with a command word while designating a particular kind of creature (orcs, wolves, etc.). When such a creature comes within 120 feet of the rod, the crystal glows, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to deactivate the rod's light or change the kind of creature it detects. The rod doesn't need to be in your possession to function, but you must have it in hand to activate it, deactivate it, or change the kind of creature it detects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14977,7 +14977,7 @@ "fields": { "name": "Rogue's Aces", "desc": "These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates. Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves’ tools for the next 24 hours. Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14996,7 +14996,7 @@ "fields": { "name": "Root of the World Tree", "desc": "Crafted from the root burl of a sacred tree, this rod is 2 feet long with a spiked, knobby end. Runes inlaid with gold decorate the full length of the rod. This rod functions as a magic mace. Blood Anointment. You can perform a 1-minute ritual to anoint the rod in your blood. If you do, your hit point maximum is reduced by 2d4 until you finish a long rest. While your hit point maximum is reduced in this way, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and, when you hit a fey or giant with this weapon, that creature takes an extra 2d6 necrotic damage. Holy Anointment. If you spend 1 minute anointing the rod with a flask of holy water, you can cast the augury spell from it. The runes carved into the rod glow and move, forming an answer to your query.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15015,7 +15015,7 @@ "fields": { "name": "Rope Seed", "desc": "If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15034,7 +15034,7 @@ "fields": { "name": "Rowan Staff", "desc": "Favored by those with ties to nature and death, this staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have an advantage on saving throws against spells. The staff has 10 charges for the following properties. It regains 1d4 + 1 expended charges daily at midnight, though it regains all its charges if it is bathed in moonlight at midnight. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spell. While holding this staff, you can use an action to expend 1 or more of its charges to cast animate dead, using your spell save DC and spellcasting ability. The target bones or corpse can be a Medium or smaller humanoid or beast. Each charge animates a separate target. These undead creatures are under your control for 24 hours. You can use an action to expend 1 charge each day to reassert your control of up to four undead creatures created by this staff for another 24 hours. Deanimate. You can use an action to strike an undead creature with the staff in combat. If the attack hits, the target must succeed on a DC 17 Constitution saving throw or revert to an inanimate pile of bones or corpse in its space. If the undead has the Incorporeal Movement trait, it is destroyed instead. Deanimating an undead creature expends a number of charges equal to twice the challenge rating of the creature (minimum of 1). If the staff doesn’t have enough charges to deanimate the target, the staff doesn’t deanimate the target.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15053,7 +15053,7 @@ "fields": { "name": "Rowdy's Club", "desc": "This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy's ring (see page 87), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15072,7 +15072,7 @@ "fields": { "name": "Rowdy's Ring", "desc": "The face of this massive ring is a thick slab of gold-plated lead, which is attached to twin rings that are worn over the middle and ring fingers. The slab covers your fingers from the first and second knuckles, and it often has a threatening word or image engraved on it. While wearing the ring, your unarmed strike uses a d4 for damage and attacks made with the ring hand count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15091,7 +15091,7 @@ "fields": { "name": "Royal Jelly", "desc": "This oil is distilled from the pheromones of queen bees and smells faintly of bananas. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying. For larger creatures, one additional vial is required for each size category above Medium. Applying the oil takes 10 minutes. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15110,7 +15110,7 @@ "fields": { "name": "Ruby Crusher", "desc": "This greatclub is made entirely of fused rubies with a grip wrapped in manticore hide A roaring fire burns behind its smooth facets. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to speak this magic weapon's command word, causing it to be engulfed in flame. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the greatclub is aflame, it deals fire damage instead of bludgeoning damage. The flames last until you use a bonus action to speak the command word again or until you drop the weapon. When you hit a Large or larger creature with this greatclub, the creature must succeed on a DC 17 Constitution saving throw or be pushed up to 30 feet away from you. If the creature strikes a solid object, such as a door or wall, during this movement, it and the object take 1d6 bludgeoning damage for each 10 feet the creature traveled before hitting the object.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15129,7 +15129,7 @@ "fields": { "name": "Rug of Safe Haven", "desc": "This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour. The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures. The entrance can be hidden by pulling the rug flat. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends. The rug can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15148,7 +15148,7 @@ "fields": { "name": "Rust Monster Shell", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to magically coat the armor in rusty flakes for 1 minute. While the armor is coated in rusty flakes, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15167,7 +15167,7 @@ "fields": { "name": "Sacrificial Knife", "desc": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15186,7 +15186,7 @@ "fields": { "name": "Saddle of the Cavalry Casters", "desc": "This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, creatures have disadvantage on opportunity attacks against the mount or its rider. While you sit astride this saddle, you have advantage on any checks to remain mounted and on Constitution saving throws to maintain concentration on a spell when you take damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15205,7 +15205,7 @@ "fields": { "name": "Sanctuary Shell", "desc": "This seashell is intricately carved with protective runes. If you are carrying the shell and are reduced to 0 hit points or incapacitated, the shell activates, creating a bubble of force that expands to surround you and forces any other creatures out of your space. This sphere works like the wall of force spell, except that any creature intent on aiding you can pass through it. The protective sphere lasts for 10 minutes, or until you regain at least 1 hit point or are no longer incapacitated. When the protective sphere ends, the shell crumbles to dust.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15224,7 +15224,7 @@ "fields": { "name": "Sand Arrow", "desc": "The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target's speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15243,7 +15243,7 @@ "fields": { "name": "Sand Suit", "desc": "Created from the treated body of a destroyed Apaxrusl (see Tome of Beasts 2), this leather armor constantly sheds fine sand. The faint echoes of damned souls also emanate from the armor. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, you can move through nonmagical, unworked earth and stone at your speed. While doing so, you don't disturb the material you move through. Because the souls that once infused the apaxrusl remain within the armor, you are susceptible to effects that sense, target, or harm fiends, such as a paladin's Divine Smite or a ranger's Primeval Awareness. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. As a reaction, when you are hit by an attack, you can expend 1 charge and make the armor flow like sand. Roll a 1d12 and reduce the damage you take by the number rolled.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15262,7 +15262,7 @@ "fields": { "name": "Sandals of Sand Skating", "desc": "These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15281,7 +15281,7 @@ "fields": { "name": "Sandals of the Desert Wanderer", "desc": "While you wear these soft leather sandals, you have resistance to fire damage. In addition, you ignore difficult terrain created by loose or deep sand, and you can tolerate temperatures of up to 150 degrees Fahrenheit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15300,7 +15300,7 @@ "fields": { "name": "Sanguine Lance", "desc": "This fiendish lance runs red with blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature that has blood with this lance, the target takes an extra 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15319,7 +15319,7 @@ "fields": { "name": "Satchel of Seawalking", "desc": "This eel-hide leather pouch is always filled with an unspeakably foul-tasting, coarse salt. You can use an action to toss a handful of the salt onto the surface of an unoccupied space of water. The water in a 5-foot cube becomes solid for 1 minute, resembling greenish-blue glass. This cube is buoyant and can support up to 750 pounds. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If you toss the salt into an occupied space, the water congeals briefly then disperses harmlessly. If the satchel is opened underwater, the pouch is destroyed as its contents permanently harden. Once five handfuls of the salt have been pulled from the satchel, the satchel can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15338,7 +15338,7 @@ "fields": { "name": "Scale Mail of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15357,7 +15357,7 @@ "fields": { "name": "Scale Mail of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15376,7 +15376,7 @@ "fields": { "name": "Scale Mail of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15395,7 +15395,7 @@ "fields": { "name": "Scalehide Cream", "desc": "As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn't combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15414,7 +15414,7 @@ "fields": { "name": "Scarab of Rebirth", "desc": "This coin-sized figurine of a scarab is crafted from an unidentifiable blue-gray metal, but it appears mundane in all other respects. When you speak its command word, it whirs to life and burrows into your flesh. You can speak the command word again to remove the scarab. While the scarab is embedded in your flesh, you gain the following:\n- You no longer need to eat or drink.\n- You can magically sense the presence of undead and pinpoint the location of any undead within 30 feet of you.\n- Your hit point maximum is reduced by 10.\n- If you die, you return to life with half your maximum hit points at the start of your next turn. The scarab can't return you to life if you were beheaded, disintegrated, crushed, or similar full-body destruction. Afterwards, the scarab exits your body and goes dormant. It can't be used again until 14 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15433,7 +15433,7 @@ "fields": { "name": "Scarf of Deception", "desc": "While wearing this scarf, you appear different to everyone who looks upon you for less than 1 minute. In addition, you smell, sound, feel, and taste different to every creature that perceives you. Creatures with truesight or blindsight can see your true form, but their other senses are still confounded. If a creature studies you for 1 minute, it can make a DC 15 Wisdom (Perception) check. On a success, it perceives your real form.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15452,7 +15452,7 @@ "fields": { "name": "Scent Sponge", "desc": "This sea sponge collects the scents of creatures and objects. You can use an action to touch the sponge to a creature or object, and the scent of the target is absorbed into the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been absorbed, the target gives off no smell and can't be detected or tracked by creatures, spells, or other effects that rely on smell to detect or track the target. You can use an action to wipe the sponge on a creature or object, masking its natural scent with the scent stored in the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been masked, the target gives off the smell of the creature or object that was stored in the sponge. The effect ends early if the target's scent is replaced by another scent from the sponge or if the scent is cleaned away, which requires vigorous washing for 10 minutes with soap and water or similar materials. The sponge can hold a scent indefinitely, but it can hold only one scent at a time.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15471,7 +15471,7 @@ "fields": { "name": "Scepter of Majesty", "desc": "While holding this bejeweled, golden rod, you can use an action to cast the enthrall spell (save DC 15) from it, exhorting those in range to follow you and obey your commands. When you finish speaking, 1d6 creatures that failed their saving throw are affected as if by the dominate person spell. Each such creature treats you as its ruler, obeying your commands and automatically fighting in your defense should anyone attempt to harm you. If you are also attuned to and wearing a Headdress of Majesty (see page 146), your charmed subjects have advantage on attack rolls against any creature that attacked you or that cast an obvious spell on you within the last round. The scepter can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15490,7 +15490,7 @@ "fields": { "name": "Scimitar of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15509,7 +15509,7 @@ "fields": { "name": "Scimitar of the Desert Winds", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding or carrying this scimitar, you can tolerate temperatures as low as –50 degrees Fahrenheit or as high as 150 degrees Fahrenheit without any additional protection.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15528,7 +15528,7 @@ "fields": { "name": "Scorn Pouch", "desc": "The heart of a lover scorned turns black and potent. Similarly, this small leather pouch darkens from brown to black when a creature hostile to you moves within 10 feet of you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15547,7 +15547,7 @@ "fields": { "name": "Scorpion Feet", "desc": "These thick-soled leather sandals offer comfortable and safe passage across shifting sands. While you wear them, you gain the following benefits:\n- Your speed isn't reduced while in magical or nonmagical difficult terrain made of sand.\n- You have advantage on all ability checks and saving throws against natural hazards where sand is a threatening element.\n- You have immunity to poison damage and advantage on saving throws against being poisoned.\n- You leave no tracks or other traces of your passage through sandy terrain.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15566,7 +15566,7 @@ "fields": { "name": "Scoundrel's Gambit", "desc": "This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can't be used to cast magic missile again until 12 hours have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15585,7 +15585,7 @@ "fields": { "name": "Scourge of Devotion", "desc": "This cat o' nine tails is used primarily for self-flagellation, and its tails have barbs of silver woven into them. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the weapon deals slashing damage instead of bludgeoning damage. You can spend 10 minutes using the scourge in a self-flagellating ritual, which can be done during a short rest. If you do so, your hit point maximum is reduced by 2d8. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while your hit point maximum is reduced. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts until you finish a long rest.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15604,7 +15604,7 @@ "fields": { "name": "Scout's Coat", "desc": "This lightweight, woolen coat is typically left naturally colored or dyed in earth tones or darker shades of green. While wearing the coat, you can tolerate temperatures as low as –100 degrees Fahrenheit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15623,7 +15623,7 @@ "fields": { "name": "Screaming Skull", "desc": "This skull looks like a normal animal or humanoid skull. You can use an action to place the skull on the ground, a table, or other surface and activate it with a command word. The skull's magic triggers when a creature comes within 5 feet of it without speaking that command word. The skull emits a green glow from its eye sockets, shedding dim light in a 15-foot radius, levitates up to 3 feet in the air, and emits a piercing scream for 1 minute that is audible up to 600 feet away. The skull can't be used this way again until the next dawn. The skull has AC 13 and 5 hit points. If destroyed while active, it releases a burst of necromantic energy. Each creature within 5 feet of the skull must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15642,7 +15642,7 @@ "fields": { "name": "Scrimshaw Comb", "desc": "Aside from being carved from bone, this comb is a beautiful example of functional art. It has 3 charges. As an action, you can expend a charge to cast invisibility. Unlike the standard version of this spell, you are invisible only to undead creatures. However, you can attack creatures who are not undead (and thus unaffected by the spell) without ending the effect. Casting a spell breaks the effect as normal. The comb regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15661,7 +15661,7 @@ "fields": { "name": "Scrimshaw Parrot", "desc": "This parrot is carved from bits of whalebone and decorated with bright feathers and tiny jewels. You can use an action to affix the parrot to your shoulder or arm. While the parrot is affixed, you gain the following benefits: - You have advantage on Wisdom (Perception) checks that rely on sight.\n- You can use an action to cast the comprehend languages spell from it at will.\n- You can use an action to speak the command word and activate the parrot. It records up to 2 minutes of sounds within 30 feet of it. You can touch the parrot at any time (no action required), stopping the recording. Commanding the parrot to record new sounds overwrites the previous recording. You can use a bonus action to speak a different command word, and the parrot repeats the sounds it heard. Effects that limit or block sound, such as a closed door or the silence spell, similarly limit or block the sounds the parrot records.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15680,7 +15680,7 @@ "fields": { "name": "Scroll of Fabrication", "desc": "You can draw a picture of any object that is Large or smaller on the face of this blank scroll. When the drawing is complete, it becomes a real, nonmagical, three-dimensional object. Thus, a drawing of a backpack becomes an actual backpack you can use to store and carry items. Any object created by the scroll can be destroyed by the dispel magic spell, by taking it into the area of an antimagic field, or by similar circumstances. Nothing created by the scroll can have a value greater than 25 gp. If you draw an object of greater value, such as a diamond, the object appears authentic, but close inspection reveals it to be made from glass, paste, bone or some other common or worthless material. The object remains for 24 hours or until you dismiss it as a bonus action. The scroll can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15699,7 +15699,7 @@ "fields": { "name": "Scroll of Treasure Finding", "desc": "Each scroll of treasure finding works for a specific type of treasure. You can use an action to read the scroll and sense whether that type of treasure is present within 1 mile of you for 1 hour. This scroll reveals the treasure's general direction, but not its specific location or amount. The GM chooses the type of treasure or determines it by rolling a d100 and consulting the following table. | dice: 1d% | Treasure Type |\n| ----------- | ------------- |\n| 01-10 | Copper |\n| 11-20 | Silver |\n| 21-30 | Electrum |\n| 31-40 | Gold |\n| 41-50 | Platinum |\n| 51-75 | Gemstone |\n| 76-80 | Art objects |\n| 81-00 | Magic items |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15718,7 +15718,7 @@ "fields": { "name": "Scrolls of Correspondence", "desc": "These vellum scrolls always come in pairs. Anything written on one scroll also appears on the matching scroll, as long as they are both on the same plane of existence. Each scroll can hold up to 75 words at a time. While writing on one scroll, you are aware that the words are appearing on a paired scroll, and you know if no creature bears the paired scroll. The scrolls don't translate words written on them, and the reader and writer must be able to read and write the same language to understanding the writing on the scrolls. While holding one of the scrolls, you can use an action to tap it three times with a quill and speak a command word, causing both scrolls to go blank. If one of the scrolls in the pair is destroyed, the other scroll becomes nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15737,7 +15737,7 @@ "fields": { "name": "Sea Witch's Blade", "desc": "This slim, slightly curved blade has a ghostly sheen and a wickedly sharp edge. You can use a bonus action to speak this magic sword's command word (“memory”) and cause the air around the blade to shimmer with a pale, violet glow. This glow sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the sword is glowing, it deals an extra 2d6 psychic damage to any target it hits. The glow lasts until you use a bonus action to speak the command word again or until you drop or sheathe the sword. When a creature takes psychic damage from the sword, you can choose to have the creature make a DC 15 Wisdom saving throw. On a failure, you take 2d6 psychic damage, and the creature is stunned until the end of its next turn. Once used, this feature of the sword shouldn't be used again until the next dawn. Each time it is used before then, the psychic damage you take increases by 2d6.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15756,7 +15756,7 @@ "fields": { "name": "Searing Whip", "desc": "Inspired by the searing breath weapon of a light drake (see Tome of Beasts 2), this whip seems to have filaments of light interwoven within its strands. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, the creature takes an extra 1d4 radiant damage. When you roll a 20 on an attack roll made with this weapon, the target is blinded until the end of its next turn. The whip has 3 charges, and it regains 1d3 expended charges daily at dawn or when exposed to a daylight spell for 1 minute. While wielding the whip, you can use an action to expend 1 of its charges to transform the whip into a searing beam of light. Choose one creature you can see within 30 feet of you and make one attack roll with this whip against that creature. If the attack hits, that creature and each creature in a line that is 5 feet wide between you and the target takes damage as if hit by this whip. All of this damage is radiant. If the target is undead, you have advantage on the attack roll.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15775,7 +15775,7 @@ "fields": { "name": "Second Wind", "desc": "This plain, copper band holds a clear, spherical crystal. When you run out of breath or are choking, you can use a reaction to activate the ring. The crystal shatters and air fills your lungs, allowing you to continue to hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum 30 seconds). A shattered crystal magically reforms at the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15794,7 +15794,7 @@ "fields": { "name": "Seelie Staff", "desc": "This white ash staff is decorated with gold and tipped with an uncut crystal of blue quartz. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of fragrant flower petals, which blow away in a sudden wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 radiant damage to the target. If the fey has an evil alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), disguise self (1 charge), pass without trace (2 charges), or tree stride (5 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15813,7 +15813,7 @@ "fields": { "name": "Selket's Bracer", "desc": "This bronze bracer is crafted in the shape of a scorpion, its legs curled around your wrist, tail raised and ready to strike. While wearing this bracer, you are immune to the poisoned condition. The bracer has 4 charges and regains 1d4 charges daily at dawn. You can expend 1 charge as a bonus action to gain tremorsense out to a range of 30 feet for 1 minute. In addition, you can expend 2 charges as a bonus action to coat a weapon you touch with venom. The poison remains for 1 minute or until an attack using the weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15832,7 +15832,7 @@ "fields": { "name": "Seneschal's Gloves", "desc": "These white gloves have elegant tailoring and size themselves perfectly to fit your hands. The gloves must be attuned to a specific, habitable place with walls, a roof, and doors before you can attune to them. To attune the gloves to a location, you must leave the gloves in the location for 24 hours. Once the gloves are attuned to a location, you can attune to them. While you wear the gloves, you can unlock any nonmagical lock within the attuned location by touching the lock, and any mundane portal you open in the location while wearing these gloves opens silently. As an action, you can snap your fingers and every nonmagical portal within 30 feet of you immediately closes and locks (if possible) as long as it is unobstructed. (Obstructed portals remain open.) Once used, this property of the gloves can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15851,7 +15851,7 @@ "fields": { "name": "Sentinel Portrait", "desc": "This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait's space. You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15870,7 +15870,7 @@ "fields": { "name": "Serpent Staff", "desc": "Fashioned from twisted ash wood, this staff 's head is carved in the likeness of a serpent preparing to strike. You have resistance to poison damage while you hold this staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the carved snake head twists and magically consumes the rest of the staff, destroying it. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cloudkill (5 charges), detect poison and disease (1 charge), poisoned volley* (2 charges), or protection from poison (2 charges). You can also use an action to cast the poison spray spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Serpent Form. While holding the staff, you can use an action cast polymorph on yourself, transforming into a serpent or snake that has a challenge rating of 2 or lower. While you are in the form of a serpent, you retain your Intelligence, Wisdom, and Charisma scores. You can remain in serpent form for up to 1 minute, and you can revert to your normal form as an action. Once used, this property can’t be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15889,7 +15889,7 @@ "fields": { "name": "Serpentine Bracers", "desc": "These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. You can use an action to speak the bracers' command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command each snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as attack your enemies or guard a location. If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can't be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can't be commanded to become a snake again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15908,7 +15908,7 @@ "fields": { "name": "Serpent's Scales", "desc": "While wearing this armor made from the skin of a giant snake, you gain a +1 bonus to AC, and you have resistance to poison damage. While wearing the armor, you can use an action to cast polymorph on yourself, transforming into a giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15927,7 +15927,7 @@ "fields": { "name": "Serpent's Tooth", "desc": "When you hit with an attack using this magic spear, the target takes an extra 1d6 poison damage. In addition, while you hold the spear, you have advantage on Dexterity (Acrobatics) checks.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15946,7 +15946,7 @@ "fields": { "name": "Shadow Tome", "desc": "This unassuming book possesses powerful illusory magics. When you write on its pages while attuned to it, you can choose for the contents to appear to be something else entirely. A shadow tome used as a spellbook could be made to look like a cookbook, for example. To read the true text, you must speak a command word. A second speaking of the word hides the true text once more. A true seeing spell can see past the shadow tome’s magic and reveals the true text to the reader. Most shadow tomes already contain text, and it is rare to find one filled with blank pages. When you first attune to the book, you can choose to keep or remove the book’s previous contents.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15965,7 +15965,7 @@ "fields": { "name": "Shadowhound's Muzzle", "desc": "This black leather muzzle seems to absorb light. As an action, you can place this muzzle around the snout of a grappled, unconscious, or willing canine with an Intelligence of 3 or lower, such as a mastiff or wolf. The canine transforms into a shadowy version of itself for 1 hour. It uses the statistics of a shadow, except it retains its size. It has its own turns and acts on its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the shadow canine is reduced to 0 hit points, the canine reverts to its original form, and the muzzle is destroyed. At the end of the duration or if you remove the muzzle (by stroking the canine's snout), the canine reverts to its original form, and the muzzle remains intact. If you become unattuned to this item while the muzzle is on a canine, its transformation becomes permanent, and the creature becomes independent with a will of its own. Once used, the muzzle can't be used to transform a canine again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15984,7 +15984,7 @@ "fields": { "name": "Shark Tooth Crown", "desc": "Shark's teeth of varying sizes adorn this simple leather headband. The teeth pile one atop the other in a jumble of sharp points and flat sides. Three particularly large teeth are stained with crimson dye. The teeth move slightly of their own accord when you are within 1 mile of a large body of saltwater. The effect is one of snapping and clacking, producing a sound not unlike a crab's claw. While wearing this headband, you have advantage on Wisdom (Survival) checks to find your way when in a large body of saltwater or pilot a vessel on a large body of saltwater. In addition, you can use a bonus action to cast the command spell (save DC 15) from the crown. If the target is a beast with an Intelligence of 3 or lower that can breathe water, it automatically fails the saving throw. The headband can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16003,7 +16003,7 @@ "fields": { "name": "Sharkskin Vest", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you have advantage on Strength (Athletics) checks made to swim. While wearing this armor underwater, you can use an action to cast polymorph on yourself, transforming into a reef shark. While you are in the form of the reef shark, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16022,7 +16022,7 @@ "fields": { "name": "Sheeshah of Revelations", "desc": "This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can't use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16041,7 +16041,7 @@ "fields": { "name": "Shepherd's Flail", "desc": "The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock (see page 72) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, “beast” refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16060,7 +16060,7 @@ "fields": { "name": "Shield of Gnawing", "desc": "The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16079,7 +16079,7 @@ "fields": { "name": "Shield of Missile Reversal", "desc": "While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you would be struck by a ranged attack, you can use a reaction to cause the outer surface of the shield to emit a flash of magical energy, sending the missile hurtling back at your attacker. Make a ranged weapon attack roll against your attacker using the attacker's bonuses on the roll. If the attack hits, roll damage as normal, using the attacker's bonuses.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16098,7 +16098,7 @@ "fields": { "name": "Shield of the Fallen", "desc": "Your allies can use this shield to move you when you aren't capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can't be used this way again for 1d12 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16117,7 +16117,7 @@ "fields": { "name": "Shifting Shirt", "desc": "This nondescript, smock-like garment changes its appearance on command. While wearing this shirt, you can use a bonus action to speak the shirt's command word and cause it to assume the appearance of a different set of clothing. You decide what it looks like, including color, style, and accessories—from filthy beggar's clothes to glittering court attire. The illusory appearance lasts until you use this property again or remove the shirt.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16136,7 +16136,7 @@ "fields": { "name": "Shimmer Ring", "desc": "This ring is crafted of silver with an inlay of mother-of-pearl. While wearing the ring, you can use an action to speak a command word and cause the ring to shed white and sparkling bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word. The ring has 6 charges for the following properties. It regains 1d6 charges daily at dawn. Bestow Shimmer. While wearing the ring, you can use a bonus action to expend 1 of its charges to charge a weapon you wield with silvery energy until the start of your next turn. When you hit with an attack using the charged weapon, the target takes an extra 1d6 radiant damage. Shimmering Aura. While wearing the ring, you can use an action to expend 1 of its charges to surround yourself with a silvery, shimmering aura of light for 1 minute. This bright light extends from you in a 5-foot radius and is sunlight. While you are surrounded in this light, you have resistance to radiant damage. Shimmering Bolt. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a bolt of silvery light and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 radiant damage for each charge you expend.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16155,7 +16155,7 @@ "fields": { "name": "Shoes of the Shingled Canopy", "desc": "These well-made, black leather shoes have brass buckles shaped like chimneys. While wearing the shoes, you have proficiency in the Acrobatics skill. In addition, while falling, you can use a reaction to cast the feather fall spell by holding your nose. The shoes can't be used this way again until the next dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16174,7 +16174,7 @@ "fields": { "name": "Shortbow of Accuracy", "desc": "The normal range of this bow is doubled, but its long range remains the same.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16193,7 +16193,7 @@ "fields": { "name": "Shortsword of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16212,7 +16212,7 @@ "fields": { "name": "Shrutinandan Sitar", "desc": "An exquisite masterpiece of craftsmanship, this instrument is named for a prestigious musical academy. You must be proficient with stringed instruments to use this instrument. A creature that plays the instrument without being proficient with stringed instruments must succeed on a DC 17 Wisdom saving throw or take 2d6 psychic damage. The exquisite sounds of this sitar are known to weaken the power of demons. Each creature that can hear you playing this sitar has advantage on saving throws against the spells and special abilities of demons. Spells. You can use an action to play the sitar and cast one of the following spells from it, using your spell save DC and spellcasting ability: create food and water, fly, insect plague, invisibility, levitate, protection from evil and good, or reincarnate. Once the sitar has been used to cast a spell, you can’t use it to cast that spell again until the next dawn. Summon. If you spend 1 minute playing the sitar, you can summon animals to fight by your side. This works like the conjure animals spell, except you can summon only 1 elephant, 1d2 tigers, or 2d4 wolves.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16231,7 +16231,7 @@ "fields": { "name": "Sickle of Thorns", "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can't be used to cut trunks of saplings larger than 1 inch in diameter. It also can't cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage. This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16250,7 +16250,7 @@ "fields": { "name": "Siege Arrow", "desc": "This magic arrow's tip is enchanted to soften stone and warp wood. When this arrow hits an object or structure, it deals double damage then becomes a nonmagical arrow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16269,7 +16269,7 @@ "fields": { "name": "Signaling Ammunition", "desc": "This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn't hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can't benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16288,7 +16288,7 @@ "fields": { "name": "Signaling Compass", "desc": "The exterior of this clamshell metal case features a polished, mirror-like surface on one side and an ornate filigree on the other. Inside is a magnetic compass. While the case is closed, you can use an action to speak the command word and project a harmless beam of light up to 1 mile. As an action while holding the compass, you can flash a concentrated beam of light at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The compass can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16307,7 +16307,7 @@ "fields": { "name": "Signet of the Magister", "desc": "This heavy, gold ring is set with a round piece of carnelian, which is engraved with the symbol of an eagle perched upon a crown. While wearing the ring, you have advantage on saving throws against enchantment spells and effects. You can use an action to touch the ring to a creature—requiring a melee attack roll unless the creature is willing or incapacitated—and magically brand it with the ring’s crest. When a branded creature harms you, it takes 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a success, a creature is immune to this property of the ring for the next 24 hours, but the brand remains until removed. You can remove the brand as an action. The remove curse spell also removes the brand. Once you brand a creature, you can’t brand another creature until the next dawn. Instruments of Law. If you are also attuned to and wearing a Justicar’s mask (see page 149), you can cast the locate creature to detect a branded creature at will from the ring. If you are also attuned to and carrying a rod of the disciplinarian (see page 83), the psychic damage from the brand increases to 3d6 and the save DC increases to 16.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16326,7 +16326,7 @@ "fields": { "name": "Silver Skeleton Key", "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16345,7 +16345,7 @@ "fields": { "name": "Silver String", "desc": "These silver wires magically adjust to fit any stringed instrument, making its sound richer and more melodious. You have advantage on Charisma (Performance) checks made when playing the instrument.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16364,7 +16364,7 @@ "fields": { "name": "Silvered Oar", "desc": "This is a 6-foot-long birch wood oar with leaves and branches carved into its length. The grooves of the carvings are filled with silver, which glows softly when it is outdoors at night. You can activate the oar as an action to have it row a boat unassisted, obeying your mental commands. You can instruct it to row to a destination familiar to you, allowing you to rest while it performs its task. While rowing, it avoids contact with objects on the boat, but it can be grabbed and stopped by anyone at any time. The oar can move a total weight of 2,000 pounds at a speed of 3 miles per hour. It floats back to your hand if the weight of the craft, crew, and carried goods exceeds that weight.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16383,7 +16383,7 @@ "fields": { "name": "Skald's Harp", "desc": "This ornate harp is fashioned from maple and engraved with heroic scenes of warriors battling trolls and dragons inlaid in bone. The harp is strung with fine silver wire and produces a sharp yet sweet sound. You must be proficient with stringed instruments to use this harp. When you play the harp, its music enhances some of your bard class features. Song of Rest. When you play this harp as part of your Song of Rest performance, each creature that spends one or more Hit Dice during the short rest gains 10 temporary hit points at the end of the short rest. The temporary hit points last for 1 hour. Countercharm. When you play this harp as part of your Countercharm performance, you and any friendly creatures within 30 feet of you also have resistance to thunder damage and have advantage on saving throws against being paralyzed. When this property has been used for a total of 10 minutes, this property can’t be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16402,7 +16402,7 @@ "fields": { "name": "Skipstone", "desc": "This small bark-colored stone measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 1 skipstones are found together. You can use an action to throw the stone up to 60 feet. The stone crumbles to dust on impact and is destroyed. Each creature within a 5-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be thrown forward in time until the start of your next turn. Each creature disappears, during which time it can't act and is protected from all effects. At the start of your next turn, each creature reappears in the space it previously occupied or the nearest unoccupied space, and it is unaware that any time has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16421,7 +16421,7 @@ "fields": { "name": "Skullcap of Deep Wisdom", "desc": "TThis scholar’s cap is covered in bright stitched runes, and the interior is rough, like bark or sharkskin. This cap has 9 charges. It regains 1d8 + 1 expended charges daily at midnight. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells, using your spell save DC or save DC 15, whichever is higher: destructive resonance (2 charges), nether weapon (4 charges), protection from the void (1 charge), or void strike (3 charges). These spells are Void magic spells, which can be found in Deep Magic for 5th Edition. At the GM’s discretion, these spells can be replaced with other spells of similar levels and similarly related to darkness, destruction, or the Void. Dangers of the Void. The first time you cast a spell from the cap each day, your eyes shine with a sickly green light until you finish a long rest. If you spend at least 3 charges from the cap, a trickle of blood also seeps from beneath the cap until you finish a long rest. In addition, each time you cast a spell from the cap, you must succeed on a DC 12 Intelligence saving throw or your Intelligence is reduced by 2 until you finish a long rest. This DC increases by 1 for each charge you spent to cast the spell. Void Calls to Void. When you cast a spell from the cap while within 1 mile of a creature that understands Void Speech, the creature immediately knows your name, location, and general appearance.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16440,7 +16440,7 @@ "fields": { "name": "Slatelight Ring", "desc": "This decorated thick gold band is adorned with a single polished piece of slate. While wearing this ring, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing this ring increases its range by 60 feet. In addition, you can use an action to cast the faerie fire spell (DC 15) from it. The ring can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16459,7 +16459,7 @@ "fields": { "name": "Sleep Pellet", "desc": "This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. An unconscious creature awakens if it takes damage or if another creature uses an action to wake it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16478,7 +16478,7 @@ "fields": { "name": "Slick Cuirass", "desc": "This suit of leather armor has a shiny, greasy look to it. While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don't have disadvantage on attack rolls and Dexterity saving throws.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16497,7 +16497,7 @@ "fields": { "name": "Slimeblade Greatsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16516,7 +16516,7 @@ "fields": { "name": "Slimeblade Longsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16535,7 +16535,7 @@ "fields": { "name": "Slimeblade Rapier", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16554,7 +16554,7 @@ "fields": { "name": "Slimeblade Scimitar", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16573,7 +16573,7 @@ "fields": { "name": "Slimeblade Shortsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16592,7 +16592,7 @@ "fields": { "name": "Sling Stone of Screeching", "desc": "This sling stone is carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone. Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16611,7 +16611,7 @@ "fields": { "name": "Slippers of the Cat", "desc": "While you wear these fine, black cloth slippers, you have advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet, and if you succeed on a DC 13 Dexterity saving throw, you take only half the falling damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16630,7 +16630,7 @@ "fields": { "name": "Slipshod Hammer", "desc": "This large smith's hammer appears well-used and rough in make and maintenance. If you use this hammer as part of a set of smith's tools, you can repair metal items in half the time, but the appearance of the item is always sloppy and haphazard. When you roll a 20 on an attack roll made with this magic weapon against a target wearing metal armor, the target's armor is partly damaged and takes a permanent and cumulative –2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16649,7 +16649,7 @@ "fields": { "name": "Sloughide Bombard", "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16668,7 +16668,7 @@ "fields": { "name": "Smoking Plate of Heithmir", "desc": "This armor is soot-colored plate with grim dwarf visages on the pauldrons. The pauldrons emit curling smoke and are warm to the touch. You gain a +3 bonus to AC and are resistant to cold damage while wearing this armor. In addition, when you are struck by an attack while wearing this armor, you can use a reaction to fill a 30-foot cone in front of you with dense smoke. The smoke spreads around corners, and its area is heavily obscured. Each creature in the smoke when it appears and each creature that ends its turn in the smoke must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A wind of at least 20 miles per hour disperses the smoke. Otherwise, the smoke lasts for 5 minutes. Once used, this property of the armor can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16687,7 +16687,7 @@ "fields": { "name": "Smuggler's Bag", "desc": "This leather-bottomed, draw-string canvas bag appears to be a sturdy version of a common sack. If you use an action to speak the command word while holding the bag, all the contents within shift into an extradimensional space, leaving the bag empty. The bag can then be filled with other items. If you speak the command word again, the bag's current contents transfer into the extradimensional space, and the items in the extradimensional space transfer to the bag. The extradimensional space and the bag itself can each hold up to 1 cubic foot of items or 30 pounds of gear.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16706,7 +16706,7 @@ "fields": { "name": "Smuggler's Coat", "desc": "When you attune yourself to this coat, it conforms to you in a color and style of your choice. It has no visible pockets, but they appear if you place your hands against the side of the coat and expect pockets. Once your hand is withdrawn, the pockets vanish and take anything placed in them to an extradimensional space. The coat can hold up to 40 pounds of material in up to 10 different extradimensional pockets. Nothing can be placed inside the coat that won't fit in a pocket. Retrieving an item from a pocket requires you to use an action. When you reach into the coat for a specific item, the correct pocket always appears with the desired item magically on top. As a bonus action, you can force the pockets to become visible on the coat. While you maintain concentration, the coat displays its four outer pockets, two on each side, four inner pockets, and two pockets on each sleeve. While the pockets are visible, any creature you allow can store or retrieve an item as an action. If the coat is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. Placing the coat inside an extradimensional space, such as a bag of holding, instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16725,7 +16725,7 @@ "fields": { "name": "Snake Basket", "desc": "The bowl of this simple, woven basket has hig-sloped sides, making it almost spherical. A matching woven lid sits on top of it, and leather straps secure the lid through loops on the base. The basket can hold up to 10 pounds. As an action, you can speak the command word and remove the lid to summon a swarm of poisonous snakes. You can't summon the snakes if items are in the basket. The snakes return to the basket, vanishing, after 1 minute or when the swarm is reduced to 0 hit points. If the basket is unavailable or otherwise destroyed, the snakes instead dissipate into a fine sand. The swarm is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the swarm moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the swarm acts in a fashion appropriate to its nature. Once the basket has been used to summon a swarm of poisonous snakes, it can't be used in this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16744,7 +16744,7 @@ "fields": { "name": "Soldra's Staff", "desc": "Crafted by a skilled wizard and meant to be a spellcaster's last defense, this staff is 5 feet long, made of yew wood that curves at its top, is iron shod at its mid-section, and capped with a silver dragon's claw that holds a lustrous, though rough and uneven, black pearl. When you make an attack with this staff, it howls and whistles hauntingly like the wind. When you cast a spell from this staff, it chirps like insects on a hot summer night. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. It has 3 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: faerie fire (1 charge) or gust of wind (2 charges). The staff regains 1d3 expended charges daily at dawn. Once daily, it can regain 1 expended charge by exposing the staff 's pearl to moonlight for 1 minute.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16763,7 +16763,7 @@ "fields": { "name": "Song-Saddle of the Khan", "desc": "Made from enchanted leather and decorated with songs lyrics written in calligraphy, this well-crafted saddle is enchanted with the impossible speed of a great horseman. While this saddle is attached to a horse, that horse's speed is increased by 10 feet. In addition, the horse can Disengage as a bonus action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16782,7 +16782,7 @@ "fields": { "name": "Soul Bond Chalice", "desc": "The broad, shallow bowl of this silver chalice rests in the outstretched wings of the raven figure that serves as the chalice's stem. The raven's talons, perched on a branch, serve as the chalice's base. A pair of interlocking gold rings adorn the sides of the bowl. As a 1-minute ritual, you and another creature that isn't a construct or undead and that has an Intelligence of 6 or higher can fill the chalice with wine and mix in three drops of blood from each of you. You and the other participant can then drink from the chalice, mingling your spirits and creating a magical connection between you. This connection is unaffected by distance, though it ceases to function if you aren't on the same plane of existence. The bond lasts until one or both of you end it of your own free will (no action required), one or both of you use the chalice to bond with another creature, or one of you dies. You and your bonded partner each gain the following benefits: - You are proficient in each saving throw that your bonded partner is proficient in.\n- If you are within 5 feet of your bonded partner and you fail a saving throw, your bonded partner can make the saving throw as well. If your bonded partner succeeds, you can choose to succeed on the saving throw that you failed.\n- You can use a bonus action to concentrate on the magical bond between you to determine your bonded partner's status. You become aware of the direction and distance to your bonded partner, whether they are unharmed or wounded, any conditions that may be currently affecting them, and whether or not they are afflicted with an addiction, curse, or disease. If you can see your bonded partner, you automatically know this information just by looking at them.\n- If your bonded partner is wounded, you can use a bonus action to take 4d8 slashing damage, healing your bonded partner for the same amount. If your bonded partner is reduced to 0 hit points, you can do this as a reaction.\n- If you are under the effects of a spell that has a duration but doesn't require concentration, you can use an action to touch your bonded partner to share the effects of the spell with them, splitting the remaining duration (rounded down) between you. For example, if you are affected by the mage armor spell and it has 4 hours remaining, you can use an action to touch your bonded partner to give them the benefits of the mage armor spell, reducing the duration to 2 hours on each of you.\n- If your bonded partner dies, you must make a DC 15 Constitution saving throw. On a failure, you drop to 0 hit points. On a success, you are stunned until the end of your next turn by the shock of the bond suddenly being broken. Once the chalice has been used to bond two creatures, it can't be used again until 7 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16801,7 +16801,7 @@ "fields": { "name": "Soul Jug", "desc": "If you unstopper the jug, your soul enters it. This works like the magic jar spell, except it has a duration of 9 hours and the jug acts as the gem. The jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 17 Charisma saving throw. Only one soul can be in the jug at a time. If a soul is in the jug when the duration ends, the jug shatters.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16820,7 +16820,7 @@ "fields": { "name": "Spear of the North", "desc": "This spear has an ivory haft, and tiny snowflakes occasionally fall from its tip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic spear, the target takes an extra 1d6 cold damage. You can use an action to transform the spear into a pair of snow skis. While wearing the snow skis, you have a walking speed of 40 feet when you walk across snow or ice, and you can walk across icy surfaces without needing to make an ability check. You can use a bonus action to transform the skis back into the spear. While the spear is transformed into a pair of skis, you can't make attacks with it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16839,7 +16839,7 @@ "fields": { "name": "Spear of the Stilled Heart", "desc": "This rowan wood spear has a thick knot in the center of the haft that uncannily resembles a petrified human heart. When you hit with an attack using this magic spear, the target takes an extra 1d6 necrotic damage. The spear has 3 charges, and it regains all expended charges daily at dusk. When you hit a creature with an attack using it, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. You regain hit points equal to the necrotic damage dealt.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16858,7 +16858,7 @@ "fields": { "name": "Spear of the Western Whale", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west. When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16877,7 +16877,7 @@ "fields": { "name": "Spearbiter", "desc": "The front of this shield is fashioned in the shape of a snarling wolf ’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16896,7 +16896,7 @@ "fields": { "name": "Spectral Blade", "desc": "This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage. As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16915,7 +16915,7 @@ "fields": { "name": "Spell Disruptor Horn", "desc": "This horn is carved with images of a Spellhound (see Tome of Beasts 2) and invokes the antimagic properties of the hound's howl. You use an action to blow this horn, which emits a high-pitched, multiphonic sound that disrupts all magical effects within 30 feet of you. Any spell of 3rd level or lower in the area ends. For each spell of 4th-level or higher in the area, the horn makes a check with a +3 bonus. The DC equals 10 + the spell's level. On a success, the spell ends. In addition, each spellcaster within 30 feet of you and that can hear the horn must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Once used, the horn can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16934,7 +16934,7 @@ "fields": { "name": "Spice Box of Zest", "desc": "This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16953,7 +16953,7 @@ "fields": { "name": "Spice Box Spoon", "desc": "This lacquered wooden spoon carries an entire cupboard within its smooth contours. When you swirl this spoon in any edible mixture, such as a drink, stew, porridge, or other dish, it exudes a flavorful aroma and infuses the mixture. This culinary wonder mimics any imagined variation of simple seasonings, from salt and pepper to aromatic herbs and spice blends. These flavors persist for 1 hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16972,7 +16972,7 @@ "fields": { "name": "Spider Grenade", "desc": "Silver runes decorate the hairy legs and plump abdomen of this fist-sized preserved spider. You can use an action to throw the spider up to 30 feet. It explodes on impact and is destroyed. Each creature within a 20-foot radius of where the spider landed must succeed on a DC 13 Dexterity saving throw or be restrained by sticky webbing. A creature restrained by the webs can use its action to make a DC 13 Strength check. If it succeeds, it is no longer restrained. In addition, the webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. The webs also naturally unravel after 1 hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16991,7 +16991,7 @@ "fields": { "name": "Spider Staff", "desc": "Delicate web-like designs are carved into the wood of this twisted staff, which is often topped with the carved likeness of a spider. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of spiders appears and consumes the staff then vanishes. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges), spider climb (2 charges), or web (2 charges). Spider Swarm. While holding the staff, you can use an action and expend 1 charge to cause a swarm of spiders to appear in a space that you can see within 60 feet of you. The swarm is friendly to you and your companions but otherwise acts on its own. The swarm of spiders remains for 1 minute, until you dismiss it as an action, or until you move more than 100 feet away from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17010,7 +17010,7 @@ "fields": { "name": "Splint of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17029,7 +17029,7 @@ "fields": { "name": "Splint of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17048,7 +17048,7 @@ "fields": { "name": "Splint of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17067,7 +17067,7 @@ "fields": { "name": "Splinter Staff", "desc": "This roughly made staff has cracked and splintered ends and can be wielded as a magic quarterstaff. When you roll a 20 on an attack roll made with this weapon, you embed a splinter in the target's body, and the pain and discomfort of the splinter is distracting. While the splinter remains embedded, the target has disadvantage on Dexterity, Intelligence, and Wisdom checks, and, if it is concentrating on a spell, it must succeed on a DC 10 Constitution saving throw at the start of each of its turns to maintain concentration on the spell. A creature, including the target, can take its action to remove the splinter by succeeding on a DC 13 Wisdom (Medicine) check.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17086,7 +17086,7 @@ "fields": { "name": "Spyglass of Summoning", "desc": "Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17105,7 +17105,7 @@ "fields": { "name": "Staff of Binding", "desc": "Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff constricts in upon itself and is destroyed. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor* (2 charges), or planar binding (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Unbound. While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17124,7 +17124,7 @@ "fields": { "name": "Staff of Camazotz", "desc": "This staff of petrified wood is topped with a stylized carving of a bat with spread wings, a mouth baring great fangs, and a pair of ruby eyes. It has 10 charges and regains 1d6 + 4 charges daily at dawn. As long as the staff holds at least 1 charge, you can communicate with bats as if you shared a language. Bat and bat-like beasts and monstrosities never attack you unless magically forced to do so or unless you attack them first. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: darkness (2 charges), dominate monster (8 charges), or flame strike (5 charges).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17143,7 +17143,7 @@ "fields": { "name": "Staff of Channeling", "desc": "This plain, wooden staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When you cast a spell while holding this staff, you can expend 1 or more of its charges as part of the casting to increase the level of the spell. Expending 1 charge increases the spell's level by 1, expending 3 charges increases the spell's level by 2, and expending 5 charges increases the spell's level by 3. When you increase a spell's level using the staff, the spell casts as if you used a spell slot of a higher level, but you don't expend that higher-level spell slot. You can't use the magic of this staff to increase a spell to a slot level higher than the highest spell level you can cast. For example, if you are a 7th-level wizard, and you cast magic missile, expending a 2nd-level spell slot, you can expend 3 of the staff 's charges to cast the spell as a 4th-level spell, but you can't expend 5 of the staff 's charges to cast the spell as a 5th-level spell since you can't cast 5th-level spells.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17162,7 +17162,7 @@ "fields": { "name": "Staff of Desolation", "desc": "This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit an object or structure with a melee attack using the staff, you deal double damage (triple damage on a critical hit). The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: thunderwave (1 charge), shatter (2 charges), circle of death (6 charges), disintegrate (6 charges), or earthquake (8 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17181,7 +17181,7 @@ "fields": { "name": "Staff of Dissolution", "desc": "A gray crystal floats in the crook of this twisted staff. The crystal breaks into fragments as it slowly revolves, and those fragments break into smaller pieces then into clouds of dust. In spite of this, the crystal never seems to reduce in size. You have resistance to necrotic damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: blight (4 charges), disintegrate (6 charges), or shatter (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17200,7 +17200,7 @@ "fields": { "name": "Staff of Fate", "desc": "One half of this staff is crafted of white ash and capped in gold, while the other is ebony and capped in silver. The staff has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff splits into two halves with a resounding crack and becomes nonmagical. Fortune. While holding the staff, you can use an action to expend 1 of its charges and touch a creature with the gold end of the staff, giving it good fortune. The target can choose to use its good fortune and have advantage on one ability check, attack roll, or saving throw. This effect ends after the target has used the good fortune three times or when 24 hours have passed. Misfortune. While holding the staff, you can use an action to touch a creature with the silver end of the staff. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on one of the following (your choice): ability checks, attack rolls, or saving throws. If the target fails the saving throw, the staff regains 1 expended charge. This effect lasts until removed by the remove curse spell or until you use an action to expend 1 of its charges and touch the creature with the gold end of the staff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), bane (1 charge), bless (1 charge), remove curse (3 charges), or divination (4 charges). You can also use an action to cast the guidance spell from the staff without using any charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17219,7 +17219,7 @@ "fields": { "name": "Staff of Feathers", "desc": "Several eagle feathers line the top of this long, thin staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes into a mass of eagle feathers and is destroyed. Feather Travel. When you are targeted by a ranged attack while holding the staff, you can use a reaction to teleport up to 10 feet to an unoccupied space that you can see. When you do, you briefly transform into a mass of feathers, and the attack misses. Once used, this property can’t be used again until the next dawn. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: conjure animals (2 giant eagles only, 3 charges), fly (3 charges), or gust of wind (2 charges).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17238,7 +17238,7 @@ "fields": { "name": "Staff of Giantkin", "desc": "This stout, oaken staff is 7 feet long, bound in iron, and topped with a carving of a broad, thick-fingered hand. While holding this magic quarterstaff, your Strength score is 20. This has no effect on you if your Strength is already 20 or higher. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the hand slowly clenches into a fist, and the staff becomes a nonmagical quarterstaff.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17257,7 +17257,7 @@ "fields": { "name": "Staff of Ice and Fire", "desc": "Made from the branch of a white ash tree, this staff holds a sapphire at one end and a ruby at the other. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: flaming sphere (2 charges), freezing sphere (6 charges), sleet storm (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff and its gems crumble into ash and snow and are destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17276,7 +17276,7 @@ "fields": { "name": "Staff of Master Lu Po", "desc": "This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges. Some of the staff ’s properties require the target to make a saving throw to resist or lessen the property’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn. Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell’s attacks, you use your Wisdom modifier as your spellcasting ability. Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents. Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll. Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker. Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned. Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17295,7 +17295,7 @@ "fields": { "name": "Staff of Midnight", "desc": "Fashioned from a single branch of polished ebony, this sturdy staff is topped by a lustrous jet. While holding it and in dim light or darkness, you gain a +1 bonus to AC and saving throws. This staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: circle of death (6 charges), darkness (2 charges), or vampiric touch (3 charges). You can also use an action to cast the chill touch cantrip from the staff without using any charges. The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dark powder and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17314,7 +17314,7 @@ "fields": { "name": "Staff of Minor Curses", "desc": "This twisted, wooden staff has 10 charges. While holding it, you can use an action to inflict a minor curse on a creature you can see within 30 feet of you. The target must succeed on a DC 10 Constitution saving throw or be affected by the chosen curse. A minor curse causes a non-debilitating effect or change in the creature, such as an outbreak of boils on one section of the target's skin, intermittent hiccupping, transforming the target's ears into small, donkey-like ears, or similar effects. The curse never interrupts spellcasting and never causes disadvantage on ability checks, attack rolls, or saving throws. The curse lasts for 24 hours or until removed by the remove curse spell or similar magic. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a cloud of noxious gas, and you are targeted with a minor curse of the GM's choice.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17333,7 +17333,7 @@ "fields": { "name": "Staff of Parzelon", "desc": "This tarnished silver staff is tipped with the unholy visage of a fiendish lion skull carved from labradorite—a likeness of the Arch-Devil Parzelon (see Creature Codex). The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), dominate person (5 charges), lightning bolt (3 charges), locate creature (4 charges), locate object (2 charges), magic missile (1 charge), scrying (5 charges), or suggestion (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: comprehend languages, detect evil and good, detect magic, identify, or message. Extract Ageless Knowledge. As an action, you can touch the head of the staff to a corpse. You must form a question in your mind as part of this action. If the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than one sentence—and very specific to the framed question. The corpse doesn’t need a mouth to answer; you receive the information telepathically. The corpse knows only what it knew in life, and it is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This property doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. Once the staff has been used to ask a corpse 5 questions, it can’t be used to extract knowledge from that same corpse again until 3 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17352,7 +17352,7 @@ "fields": { "name": "Staff of Portals", "desc": "This iron-shod wooden staff is heavily worn, and it can be wielded as a quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane lock (2 charges), dimension door (4 charges), knock (2 charges), or passwall (5 charges).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17371,7 +17371,7 @@ "fields": { "name": "Staff of Scrying", "desc": "This is a graceful, highly polished wooden staff crafted from willow. A crystal ball tops the staff, and smooth gold bands twist around its shaft. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: detect thoughts (2 charges), locate creature (4 charges), locate object (2 charges), scrying (5 charges), or true seeing (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a bright flash of light erupts from the crystal ball, and the staff vanishes.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17390,7 +17390,7 @@ "fields": { "name": "Staff of Spores", "desc": "Mold and mushrooms coat this gnarled wooden staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff rots into tiny clumps of slimy, organic matter and is destroyed. Mushroom Disguise. While holding the staff, you can use an action to expend 2 charges to cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like a mushroom for up to 1 hour. You can appear to be a mushroom of any color or shape as long as it is no more than one size larger or smaller than you. This illusion ends early if you move or speak. The changes wrought by this effect fail to hold up to physical inspection. For example, if you appear to have a spongy cap in place of your head, someone touching the cap would feel your face or hair instead. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that you are disguised. Speak with Plants. While holding the staff, you can use an action to expend 1 of its charges to cast the speak with plants spell from it. Spore Cloud. While holding the staff, you can use an action to expend 3 charges to release a cloud of spores in a 20-foot radius from you. The spores remain for 1 minute, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. When a creature, other than you, enters the cloud of spores for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned until the start of its next turn. A wind of at least 10 miles per hour disperses the spores and ends the effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17409,7 +17409,7 @@ "fields": { "name": "Staff of the Armada", "desc": "This gold-shod staff is constructed out of a piece of masting from a galleon. The staff can be wielded as a magic quarterstaff that grants you a +1 bonus to attack and damage rolls made with it. While you are on board a ship, this bonus increases to +2. The staff has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control water (4 charges), fog cloud (1 charge), gust of wind (2 charges), or water walk (3 charges). You can also use an action to cast the ray of frost cantrip from the staff without using any charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17428,7 +17428,7 @@ "fields": { "name": "Staff of the Artisan", "desc": "This simple, wooden staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Create Object. You can use an action to expend 2 charges to conjure an inanimate object in your hand or on the ground in an unoccupied space you can see within 10 feet of you. The object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object you have seen. You can’t create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects. The object sheds dim light in a 5-foot radius. The object disappears after 1 hour, when you use this property again, or if the object takes or deals any damage. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (5 charges), fabricate (4 charges) or floating disk (1 charge). You can also use an action to cast the mending spell from the staff without using any charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17447,7 +17447,7 @@ "fields": { "name": "Staff of the Cephalopod", "desc": "This ugly staff is fashioned from a piece of gnarled driftwood and is crowned with an octopus carved from brecciated jasper. Its gray and red stone tentacles wrap around the top half of the staff. While holding this staff, you have a swimming speed of 30 feet. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the jasper octopus crumbles to dust, and the staff becomes a nonmagical piece of driftwood. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: black tentacles (4 charges), conjure animals (only beasts that can breathe water, 3 charges), darkness (2 charges), or water breathing (3 charges). Ink Cloud. While holding this staff, you can use an action and expend 1 charge to cause an inky, black cloud to spread out in a 30-foot radius from you. The cloud can form in or out of water. The cloud remains for 10 minutes, making the area heavily obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour or a steady current (if underwater) disperses the cloud and ends the effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17466,7 +17466,7 @@ "fields": { "name": "Staff of the Four Winds", "desc": "Made of gently twisting ash and engraved with spiraling runes, the staff feels strangely lighter than its size would otherwise suggest. This staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: circle of wind* (1 charge), feather fall (1 charge), gust of wind (2 charges), storm god's doom* (3 charges), wind tunnel* (1 charge), wind walk (6 charges), wind wall (3 charges), or wresting wind* (2 charges). You can also use an action to cast the wind lash* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to breezes, wind, or movement. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and is taken away with the breeze.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17485,7 +17485,7 @@ "fields": { "name": "Staff of the Lantern Bearer", "desc": "An iron hook is affixed to the top of this plain, wooden staff. While holding this staff, you can use an action to cast the light spell from it at will, but the light can emanate only from the staff 's hook. If a lantern hangs from the staff 's hook, you gain the following benefits while holding the staff: - You can control the light of the lantern, lighting or extinguishing it as a bonus action. The lantern must still have oil, if it requires oil to produce a flame.\n- The lantern's flame can't be extinguished by wind or water.\n- If you are a spellcaster, you can use the staff as a spellcasting focus. When you cast a spell that deals fire or radiant damage while using this staff as your spellcasting focus, you gain a +1 bonus to the spell's attack roll, or the spell's save DC increases by 1 (your choice).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17504,7 +17504,7 @@ "fields": { "name": "Staff of the Peaks", "desc": "This staff is made of rock crystal yet weighs the same as a wooden staff. The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls. In addition, you are immune to the effects of high altitude and severe cold weather, such as hypothermia and frostbite. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters into fine stone fragments and is destroyed. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control weather (8 charges), fault line* (6 charges), gust of wind (2 charges), ice storm (4 charges), jump (1 charge), snow boulder* (4 charges), or wall of stone (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Stone Strike. When you hit a creature or object made of stone or earth with this staff, you can expend 5 of its charges to shatter the target. The target must make a DC 17 Constitution saving throw, taking an extra 10d6 force damage on a failed save, or half as much damage on a successful one. If the target is an object that is being worn or carried, the creature wearing or carrying it must make the saving throw, but only the object takes the damage. If this damage reduces the target to 0 hit points, it shatters and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17523,7 +17523,7 @@ "fields": { "name": "Staff of the Scion", "desc": "This unwholesome staff is crafted of a material that appears to be somewhere between weathered wood and dried meat. It weeps beads of red liquid that are thick and sticky like tree sap but smell of blood. A crystalized yellow eye with a rectangular pupil, like the eye of a goat, sits at its top. You can wield the staff as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the eye liquifies as the staff shrivels and twists into a blackened, smoking ruin and is destroyed. Ember Cloud. While holding the staff, you can use an action and expend 2 charges to release a cloud of burning embers from the staff. Each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The ember cloud remains until the start of your next turn, making the area lightly obscured for creatures other than you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. Fiery Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 fire damage to the target. If you take fire damage while wielding the staff, you have advantage on attack rolls with it until the end of your next turn. While holding the staff, you have resistance to fire damage. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), barkskin (2 charges), confusion (4 charges), entangle (1 charge), or wall of fire (4 charges).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17542,7 +17542,7 @@ "fields": { "name": "Staff of the Treant", "desc": "This unassuming staff appears to be little more than the branch of a tree. While holding this staff, your skin becomes bark-like, and the hair on your head transforms into a chaplet of green leaves. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. Nature’s Guardian. While holding this staff, you have resistance to cold and necrotic damage, but you have vulnerability to fire and radiant damage. In addition, you have advantage on attack rolls against aberrations and undead, but you have disadvantage on saving throws against spells and other magical effects from fey and plant creatures. One with the Woods. While holding this staff, your AC can’t be less than 16, regardless of what kind of armor you are wearing, and you can’t be tracked when you travel through terrain with excessive vegetation, such as a forest or grassland. Tree Friend. While holding this staff, you can use an action to animate a tree you can see within 60 feet of you. The tree uses the statistics of an animated tree and is friendly to you and your companions. Roll initiative for the tree, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t directly harm other trees or the natural world. If you don’t issue any commands to the three, it defends itself from hostile creatures but otherwise takes no actions. Once used, this property can’t be used again until the next dawn. Venerated Tree. If you spend 1 hour in silent reverence at the base of a Huge or larger tree, you can use an action to plant this staff in the soil above the tree’s roots and awaken the tree as a treant. The treant isn’t under your control, but it regards you as a friend as long as you don’t harm it or the natural world around it. Roll a d20. On a 1, the staff roots into the ground, growing into a sapling, and losing its magic. Otherwise, after you awaken a treant with this staff, you can’t do so again until 30 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17561,7 +17561,7 @@ "fields": { "name": "Staff of the Unhatched", "desc": "This staff carved from a burnt ash tree is topped with an unhatched dragon’s (see Creature Codex) skull. This staff can be wielded as a magic quarterstaff. The staff has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Necrotic Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d8 necrotic damage to the target. Spells. While holding the staff, you can use an action to expend 1 charge to cast bane or protection from evil and good from it using your spell save DC. You can also use an action to cast one of the following spells from the staff without using any charges, using your spell save DC and spellcasting ability: chill touch or minor illusion.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17580,7 +17580,7 @@ "fields": { "name": "Staff of the White Necromancer", "desc": "Crafted from polished bone, this strange staff is carved with numerous arcane symbols and mystical runes. The staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: false life (1 charge), gentle repose (2 charges), heartstop* (2 charges), death ward (4 charges), raise dead (5 charges), revivify (3 charges), shared sacrifice* (2 charges), or speak with dead (3 charges). You can also use an action to cast the bless the dead* or spare the dying spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bone staff crumbles to dust.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17599,7 +17599,7 @@ "fields": { "name": "Staff of Thorns", "desc": "This gnarled and twisted oak staff has numerous thorns growing from its surface. Green vines tightly wind their way up along the shaft. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the thorns immediately fall from the staff and it becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: barkskin (2 charges), entangle (1 charge), speak with plants (3 charges), spike growth (2 charges), or wall of thorns (6 charges). Thorned Strike. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 piercing damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17618,7 +17618,7 @@ "fields": { "name": "Staff of Voices", "desc": "The length of this wooden staff is carved with images of mouths whispering, speaking, and screaming. This staff can be wielded as a magic quarterstaff. While holding this staff, you can't be deafened, and you can act normally in areas where sound is prevented, such as in the area of a silence spell. Any creature that is not deafened can hear your voice clearly from up to 1,000 feet away if you wish them to hear it. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the mouths carved into the staff give a collective sigh and close, and the staff becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: divine word (7 charges), magic mouth (2 charges), speak with animals (1 charge), speak with dead (3 charges), speak with plants (3 charges), or word of recall (6 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges. Thunderous Shout. While holding the staff, you can use an action to expend 1 charge and release a chorus of mighty shouts in a 15-foot cone from it. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and is deafened until the end of its next turn. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17637,7 +17637,7 @@ "fields": { "name": "Staff of Winter and Ice", "desc": "This pure white, pine staff is topped with an ornately faceted shard of ice. The entire staff is cold to the touch. You have resistance to cold damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its resistance to cold damage but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Boreas’s breath* (2 charges), cone of cold (5 charges), curse of Boreas* (6 charges), ice storm (4 charges), flurry* (1 charge), freezing fog* (3 charges), freezing sphere (6 charges), frostbite* (5 charges), frozen razors* (3 charges), gliding step* (1 charge), sleet storm (3 charges), snow boulder* (4 charges), triumph of ice* (7 charges), or wall of ice (6 charges). You can also use an action to cast the chill touch or ray of frost spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to ice, snow, or wintry weather. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take cold damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of cold damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17656,7 +17656,7 @@ "fields": { "name": "Standard of Divinity (Glaive)", "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17675,7 +17675,7 @@ "fields": { "name": "Standard of Divinity (Halberd)", "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17694,7 +17694,7 @@ "fields": { "name": "Standard of Divinity (Lance)", "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17713,7 +17713,7 @@ "fields": { "name": "Standard of Divinity (Pike)", "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17732,7 +17732,7 @@ "fields": { "name": "Steadfast Splint", "desc": "This armor makes you difficult to manipulate both mentally and physically. While wearing this armor, you have advantage on saving throws against being charmed or frightened, and you have advantage on ability checks and saving throws against spells and effects that would move you against your will.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17751,7 +17751,7 @@ "fields": { "name": "Stinger", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger's paralyzing venom. The dagger can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17770,7 +17770,7 @@ "fields": { "name": "Stolen Thunder", "desc": "This bodhrán drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage. The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum's last charge, roll a 1d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item's power, restoring its properties and giving it 1 charge. If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn't pushed. The drum emits a thunderous boom audible out to 300 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17789,7 +17789,7 @@ "fields": { "name": "Stone Staff", "desc": "Sturdy and smooth, this impressive staff is crafted from solid stone. Most stone staves are crafted by dwarf mages and few ever find their way into non-dwarven hands. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: earthskimmer* (4 charges), entomb* (6 charges), flesh to stone (6 charges), meld into stone (3 charges), stone shape (4 charges), stoneskin (4 charges), or wall of stone (5 charges). You can also use an action to cast the pummelstone* or true strike spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, hundreds of cracks appear across the staff 's surface and it crumbles into tiny bits of stone.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17808,7 +17808,7 @@ "fields": { "name": "Stonechewer Gauntlets", "desc": "These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers. While wearing these gauntlets, you can't carry a weapon or object, and you can't climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17827,7 +17827,7 @@ "fields": { "name": "Stonedrift Staff", "desc": "This staff is fashioned from petrified wood and crowned with a raw chunk of lapis lazuli veined with gold. The staff can be wielded as a magic quarterstaff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Spells. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (only stone objects, 5 charges), earthquake (8 charges), passwall (only stone surfaces, 5 charges), or stone shape (4 charges). Elemental Speech. You can speak and understand Primordial while holding this staff. Favor of the Earthborn. While holding the staff, you have advantage on Charisma checks made to influence earth elementals or other denizens of the Plane of Earth. Stone Glide. If the staff has at least 1 charge, you have a burrowing speed equal to your walking speed, and you can burrow through earth and stone while holding this staff. While doing so, you don’t disturb the material you move through.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17846,7 +17846,7 @@ "fields": { "name": "Storyteller's Pipe", "desc": "This long-shanked wooden smoking pipe is etched with leaves along the bowl. Although it is serviceable as a typical pipe, you can use an action to blow out smoke and shape the smoke into wispy images for 10 minutes. This effect works like the silent image spell, except its range is limited to a 10-foot cone in front of you, and the images can be no larger than a 5-foot cube. The smoky images last for 3 rounds before fading, but you can continue blowing smoke to create more images for the duration or until the pipe burns through the smoking material in it, whichever happens first.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17865,7 +17865,7 @@ "fields": { "name": "Studded Leather Armor of the Leaf", "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17884,7 +17884,7 @@ "fields": { "name": "Studded-Leather of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17903,7 +17903,7 @@ "fields": { "name": "Studded-Leather of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17922,7 +17922,7 @@ "fields": { "name": "Studded-Leather of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17941,7 +17941,7 @@ "fields": { "name": "Sturdy Crawling Cloak", "desc": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17960,7 +17960,7 @@ "fields": { "name": "Sturdy Scroll Tube", "desc": "This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17979,7 +17979,7 @@ "fields": { "name": "Stygian Crook", "desc": "This staff of gnarled, rotted wood ends in a hooked curvature like a twisted shepherd's crook. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: bestow curse (3 charges), blight (4 charges), contagion (5 charges), false life (1 charge), or hallow (5 charges). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff turns to live maggots and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17998,7 +17998,7 @@ "fields": { "name": "Superior Potion of Troll Blood", "desc": "When you drink this potion, you regain 5 hit points at the start of each of your turns. After it has restored 50 hit points, the potion's effects end.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18017,7 +18017,7 @@ "fields": { "name": "Supreme Potion of Troll Blood", "desc": "When you drink this potion, you regain 8 hit points at the start of each of your turns. After it has restored 80 hit points, the potion's effects end.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18036,7 +18036,7 @@ "fields": { "name": "Survival Knife", "desc": "When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18055,7 +18055,7 @@ "fields": { "name": "Swarmfoe Hide", "desc": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18074,7 +18074,7 @@ "fields": { "name": "Swarmfoe Leather", "desc": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18093,7 +18093,7 @@ "fields": { "name": "Swashing Plumage", "desc": "This plumage, a colorful bouquet of tropical hat feathers, has a small pin at its base and can be affixed to any hat or headband. Due to its distracting, ostentatious appearance, creatures hostile to you have disadvantage on opportunity attacks against you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18112,7 +18112,7 @@ "fields": { "name": "Sweet Nature", "desc": "You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 slashing damage. If you use the axe to damage a plant creature or an object made of wood, the axe's blade liquifies into harmless honey, and it can't be used again until 24 hours have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18131,7 +18131,7 @@ "fields": { "name": "Swolbold Wraps", "desc": "When wearing these cloth wraps, your forearms and hands swell to half again their normal size without negatively impacting your fine motor skills. You gain a +1 bonus to attack and damage rolls made with unarmed strikes while wearing these wraps. In addition, your unarmed strike uses a d4 for damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a target with an unarmed strike and the target is no more than one size larger than you, you can use a bonus action to automatically grapple the target. Once this special bonus action has been used three times, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18150,7 +18150,7 @@ "fields": { "name": "Tactile Unguent", "desc": "Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature's hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18169,7 +18169,7 @@ "fields": { "name": "Tailor's Clasp", "desc": "This ornate brooch is shaped like a jeweled weaving spider or scarab beetle. While it is attached to a piece of fabric, it can be activated as an action. When activated, it skitters across the fabric, mending any tears, adjusting frayed hems, and reinforcing seams. This item works only on nonmagical objects made out of fibrous material, such as clothing, rope, and rugs. It continues repairing the fabric for up to 10 minutes or until the repairs are complete. Once used, it can't be used again until 1 hour has passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18188,7 +18188,7 @@ "fields": { "name": "Talisman of the Snow Queen", "desc": "The coldly beautiful and deadly Snow Queen (see Tome of Beasts) grants these delicate-looking snowflake-shaped mithril talismans to her most trusted spies and servants. Each talisman is imbued with a measure of her power and is magically tied to the queen. It can be affixed to any piece of clothing or worn as an amulet. While wearing the talisman, you gain the following benefits: • You have resistance to cold damage. • You have advantage on Charisma checks when interacting socially with creatures that live in cold environments, such as frost giants, winter wolves, and fraughashar (see Tome of Beasts). • You can use an action to cast the ray of frost cantrip from it at will, using your level and using Intelligence as your spellcasting ability. Blinding Snow. While wearing the talisman, you can use an action to create a swirl of snow that spreads out from you and into the eyes of nearby creatures. Each creature within 15 feet of you must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Once used, this property can’t be used again until the next dawn. Eyes of the Queen. While you are wearing the talisman, the Snow Queen can use a bonus action to see through your eyes if both of you are on the same plane of existence. This effect lasts until she ends it as a bonus action or until you die. You can’t make a saving throw to prevent the Snow Queen from seeing through your eyes. However, being more than 5 feet away from the talisman ends the effect, and becoming blinded prevents her from seeing anything further than 10 feet away from you. When the Snow Queen is looking through your eyes, the talisman sheds an almost imperceptible pale blue glow, which you or any creature within 10 feet of you notice with a successful DC 20 Wisdom (Perception) check. An identify spell fails to reveal this property of the talisman, and this property can’t be removed from the talisman except by the Snow Queen herself.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18207,7 +18207,7 @@ "fields": { "name": "Talking Tablets", "desc": "These two enchanted brass tablets each have gold styli chained to them by small, silver chains. As long as both tablets are on the same plane of existence, any message written on one tablet with its gold stylus appears on the other tablet. If the writer writes words in a language the reader doesn't understand, the tablets translate the words into a language the reader can read. While holding a tablet, you know if no creature bears the paired tablet. When the tablets have transferred a total of 150 words between them, their magic ceases to function until the next dawn. If one of the tablets is destroyed, the other one becomes a nonmagical block of brass worth 25 gp.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18226,7 +18226,7 @@ "fields": { "name": "Talking Torches", "desc": "These heavy iron and wood torches are typically found in pairs or sets of four. While holding this torch, you can use an action to speak a command word and cause it to produce a magical, heatless flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to repeat the command word to extinguish the light. If more than one talking torch remain lit and touching for 1 minute, they become magically bound to each other. A torch remains bound until the torch is destroyed or until it is bound to another talking torch or set of talking torches. While holding or carrying the torch, you can communicate telepathically with any creature holding or carrying one of the torches bound to your torch, as long as both torches are lit and within 5 miles of each other.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18245,7 +18245,7 @@ "fields": { "name": "Tamer's Whip", "desc": "This whip is braided from leather tanned from the hides of a dozen different, dangerous beasts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a beast using this weapon, you have advantage on the attack roll.\nWhen you roll a 20 on the attack roll made with this weapon and the target is a beast, the beast must succeed on a DC 15 Wisdom saving throw or become charmed or frightened (your choice) for 1 minute.\nIf the creature is charmed, it understands and obeys one-word commands, such as “attack,” “approach,” “stay,” or similar. If it is charmed and understands a language, it obeys any command you give it in that language. The charmed or frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18264,7 +18264,7 @@ "fields": { "name": "Tarian Graddfeydd Ddraig", "desc": "This metal shield has an outer coating consisting of hardened resinous insectoid secretions embedded with flakes from ground dragon scales collected from various dragon wyrmlings and one dragon that was killed by shadow magic. While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you have resistance to acid, cold, fire, lightning, necrotic, and poison damage dealt by the breath weapons of dragons. While wielding the shield in an area of dim or bright light, you can use an action to reflect the light off the shield's dragon scale flakes to cause a cone of multicolored light to flash from it (15-foot cone if in dim light; 30-foot cone if in bright light). Each creature in the area must make a DC 17 Dexterity saving throw. For each target, roll a d6 and consult the following table to determine which color is reflected at it. The shield can't be used this way again until the next dawn. | d6 | Effect |\n| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | **Red**. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 2 | **White**. The target takes 4d6 cold damage and is restrained until the start of your next turn on a failed save, or half as much damage and is not restrained on a successful one. |\n| 3 | **Blue**. The target takes 4d6 lightning damage and is paralyzed until the start of your next turn on a failed save, or half as much damage and is not paralyzed on a successful one. |\n| 4 | **Black**. The target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. If the target failed the save, it also takes an extra 2d6 acid damage on the start of your next turn. |\n| 5 | **Green**. The target takes 4d6 poison damage and is poisoned until the start of your next turn on a failed save, or half as much damage and is not poisoned on a successful one. |\n| 6 | **Shadow**. The target takes 4d6 necrotic damage and its Strength score is reduced by 1d4 on a failed save, or half as much damage and does not reduce its Strength score on a successful one. The target dies if this Strength reduction reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18283,7 +18283,7 @@ "fields": { "name": "Teapot of Soothing", "desc": "This cast iron teapot is adorned with the simple image of fluffy clouds that seem to slowly shift and move across the pot as if on a gentle breeze. Any water placed inside the teapot immediately becomes hot tea at the perfect temperature, and when poured, it becomes the exact flavor the person pouring it prefers. The teapot can serve up to 6 creatures, and any creature that spends 10 minutes drinking a cup of the tea gains 2d6 temporary hit points for 24 hours. The creature pouring the tea has advantage on Charisma (Persuasion) checks for 10 minutes after pouring the first cup. Once used, the teapot can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18302,7 +18302,7 @@ "fields": { "name": "Tenebrous Flail of Screams", "desc": "The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven's claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18321,7 +18321,7 @@ "fields": { "name": "Tenebrous Mantle", "desc": "This black cloak appears to be made of pure shadow and shrouds you in darkness. While wearing it, you gain the following benefits: - You have advantage on Dexterity (Stealth) checks.\n- You have resistance to necrotic damage.\n- You can cast the darkness and misty step spells from it at will. Casting either spell from the cloak requires an action. Instead of a silvery mist when you cast misty step, you are engulfed in the darkness of the cloak and emerge from the cloak's darkness at your destination.\n- You can use an action to cast the black tentacles or living shadows (see Deep Magic for 5th Edition) spell from it. The cloak can't be used this way again until the following dusk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18340,7 +18340,7 @@ "fields": { "name": "Thirsting Scalpel", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals slashing damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 slashing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 13 Constitution saving throw or lose 2d6 hit points at the start of each of its turns from a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. In addition, once every 7 days while the scalpel is on your person, you must succeed on a DC 15 Charisma saving throw or become driven to feed blood to the scalpel. You have advantage on attack rolls with the scalpel until it is sated. The dagger is sated when you roll a 20 on an attack roll with it, after you deal 14 slashing damage with it, or after 1 hour elapses. If the hour elapses and you haven't sated its thirst for blood, the dagger deals 14 slashing damage to you. If the dagger deals damage to you as a result of the curse, you can't heal the damage for 24 hours. The remove curse spell removes your attunement to the item and frees you from the curse. Alternatively, casting the banishment spell on the dagger forces the bearded devil's essence to leave it. The scalpel then becomes a +1 dagger with no other properties.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18359,7 +18359,7 @@ "fields": { "name": "Thirsting Thorn", "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage. Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18378,7 +18378,7 @@ "fields": { "name": "Thornish Nocturnal", "desc": "The ancient elves constructed these nautical instruments to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the nocturnal, you can spend 1 minute using the nocturnal to determine the precise local time, provided you can see the sun or stars. You can use an action to protect up to four vessels that are within 1 mile of the nocturnal from unwanted effects of the local weather for 1 hour. For example, vessels protected by the nocturnal can't be damaged by storms or blown onto jagged rocks by adverse wind. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18397,7 +18397,7 @@ "fields": { "name": "Three-Section Boots", "desc": "These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots' command word. For 1 hour, you gain the effects of the meld into stone, water walk, or wind walk spell, depending on the type of surface where you stepped. The boots can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18416,7 +18416,7 @@ "fields": { "name": "Throttler's Gauntlets", "desc": "These durable leather gloves allow you to choke a creature you are grappling, preventing them from speaking. While you are grappling a creature, you can use a bonus action to throttle it. The creature takes damage equal to your proficiency bonus and can't speak coherently or cast spells with verbal components until the end of its next turn. You can choose to not damage the creature when you throttle it. A creature can still breathe, albeit uncomfortably, while throttled.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18435,7 +18435,7 @@ "fields": { "name": "Thunderous Kazoo", "desc": "You can use an action to speak the kazoo's command word and then hum into it, which emits a thunderous blast, audible out to 1 mile, at one Large or smaller creature you can see within 30 feet of you. The target must make a DC 13 Constitution saving throw. On a failure, a creature is pushed away from you and is deafened and frightened of you until the start of your next turn. A Small creature is pushed up to 30 feet, a Medium creature is pushed up to 20 feet, and a Large creature is pushed up to 10 feet. On a success, a creature is pushed half the distance and isn't deafened or frightened. The kazoo can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18454,7 +18454,7 @@ "fields": { "name": "Tick Stop Watch", "desc": "While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can't be used this way again until the next dawn. The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18473,7 +18473,7 @@ "fields": { "name": "Timeworn Timepiece", "desc": "This tarnished silver pocket watch seems to be temporally displaced and allows for limited manipulation of time. The timepiece has 3 charges, and it regains 1d3 expended charges daily at midnight. While holding the timepiece, you can use your reaction to expend 1 charge after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Alternatively, you can expend 2 charges as a reaction at the start of another creature's turn to swap places in the Initiative order with that creature. An unwilling creature that succeeds on a DC 15 Charisma saving throw is unaffected.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18492,7 +18492,7 @@ "fields": { "name": "Tincture of Moonlit Blossom", "desc": "This potion is steeped using a blossom that grows only in the moonlight. When you drink this potion, your shadow corruption (see Midgard Worldbook) is reduced by three levels. If you aren't using the Midgard setting, you gain the effect of the greater restoration spell instead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18511,7 +18511,7 @@ "fields": { "name": "Tipstaff", "desc": "To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18530,7 +18530,7 @@ "fields": { "name": "Tome of Knowledge", "desc": "This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18549,7 +18549,7 @@ "fields": { "name": "Tonic for the Troubled Mind", "desc": "This potion smells and tastes of lavender and chamomile. When you drink it, it removes any short-term madness afflicting you, and it suppresses any long-term madness afflicting you for 8 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18568,7 +18568,7 @@ "fields": { "name": "Tonic of Blandness", "desc": "This deeply bitter, black, oily liquid deadens your sense of taste. When you drink this tonic, you can eat all manner of food without reaction, even if the food isn't to your liking, for 1 hour. During this time, you automatically fail Wisdom (Perception) checks that rely on taste. This tonic doesn't protect you from the effects of consuming poisoned or spoiled food, but it can prevent you from detecting such impurities when you taste the food.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18587,7 +18587,7 @@ "fields": { "name": "Toothsome Purse", "desc": "This common-looking leather pouch holds a nasty surprise for pickpockets. If a creature other than you reaches into the purse, small, sharp teeth emerge from the mouth of the bag. The bag makes a melee attack roll against that creature with a +3 bonus ( 1d20+3). On a hit, the target takes 2d4 piercing damage. If the bag rolls a 20 on the attack roll, the would-be pickpocket has disadvantage on any Dexterity checks made with that hand until the damage is healed. If the purse is lifted entirely from you, the purse continues to bite at the thief each round until it is dropped or until it is placed where it can't reach its target. It bites at any creature, other than you, who attempts to pick it up, unless that creature genuinely desires to return the purse and its contents to you. The purse attacks only if it is attuned to a creature. A purse that isn't attuned to a creature lies dormant and doesn't attack.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18606,7 +18606,7 @@ "fields": { "name": "Torc of the Comet", "desc": "This silver torc is set with a large opal on one end, and it thins to a point on the other. While wearing the torc, you have resistance to cold damage, and you can use an action to speak the command word, causing the torc to shed bluish-white bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again. The torc has 4 charges. You can use an action to expend 1 charge and fire a tiny comet from the torc at a target you can see within 120 feet of you. The torc makes a ranged attack roll with a +7 bonus ( 1d20+7). On a hit, the target takes 2d6 bludgeoning damage and 2d6 cold damage. At night, the cold damage dealt by the comets increases to 6d6. The torc regain 1d4 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18625,7 +18625,7 @@ "fields": { "name": "Tracking Dart", "desc": "When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can't benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18644,7 +18644,7 @@ "fields": { "name": "Treebleed Bucket", "desc": "This combination sap bucket and tap is used to extract sap from certain trees. After 1 hour, the bucketful of sap magically changes into a potion. The potion remains viable for 24 hours, and its type depends on the tree as follows: oak (potion of resistance), rowan (potion of healing), willow (potion of animal friendship), and holly (potion of climbing). The treebleed bucket can magically change sap 20 times, then the bucket and tap become nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18663,7 +18663,7 @@ "fields": { "name": "Trident of the Vortex", "desc": "This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. Once used, this property can’t be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18682,7 +18682,7 @@ "fields": { "name": "Trident of the Yearning Tide", "desc": "The barbs of this trident are forged from mother-of-pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater. The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn. Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water. Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target’s line of sight, the target automatically succeeds on the saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18701,7 +18701,7 @@ "fields": { "name": "Troll Skin Hide", "desc": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18720,7 +18720,7 @@ "fields": { "name": "Troll Skin Leather", "desc": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18739,7 +18739,7 @@ "fields": { "name": "Trollsblood Elixir", "desc": "This thick, pink liquid sloshes and moves even when the bottle is still. When you drink this potion, you regenerate lost hit points for 1 hour. At the start of your turn, you regain 5 hit points. If you take acid or fire damage, the potion doesn't function at the start of your next turn. If you lose a limb, you can reattach it by holding it in place for 1 minute. For the duration, you can die from damage only by being reduced to 0 hit points and not regenerating on your turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18758,7 +18758,7 @@ "fields": { "name": "Tyrant's Whip", "desc": "This wicked whip has 3 charges and regains all expended charges daily at dawn. When you hit with an attack using this magic whip, you can use a bonus action to expend 1 of its charges to cast the command spell (save DC 13) from it on the creature you hit. If the attack is a critical hit, the target has disadvantage on the saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18777,7 +18777,7 @@ "fields": { "name": "Umber Beans", "desc": "These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together. You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. ( Umber Beans#^creature) The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes. The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature's attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock's talons. A creature with truesight or that uses its action to examine the illusion can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can't attack that creature. | dice: 1d10 | Creature |\n| ---------- | ---------------------------- |\n| 1 | Dretch |\n| 2-3 | 2 Shadows |\n| 4-6 | Chuul |\n| 7-8 | Vrock |\n| 9 | Hezrou or Psoglav |\n| 10 | Remorhaz or Voidling |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18796,7 +18796,7 @@ "fields": { "name": "Umbral Band", "desc": "This blackened steel ring is cold to the touch. While wearing this ring, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Stealth) checks while in an area of dim light or darkness.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18815,7 +18815,7 @@ "fields": { "name": "Umbral Chopper", "desc": "This simple axe looks no different from a standard forester's tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn't reduced.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18834,7 +18834,7 @@ "fields": { "name": "Umbral Lantern", "desc": "This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18853,7 +18853,7 @@ "fields": { "name": "Umbral Staff", "desc": "Made of twisted darkwood and covered in complex runes and sigils, this powerful staff seems to emanate darkness. You have resistance to radiant damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its ability to cast the claws of darkness*, douse light*, and shadow blindness* spells but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: become nightwing* (6 charges), black hand* (4 charges), black ribbons* (1 charge), black well* (6 charges), cloak of shadow* (1 charge), darkvision (2 charges), darkness (2 charges), dark dementing* (5 charges), dark path* (2 charges), darkbolt* (2 charges), encroaching shadows* (6 charges), night terrors* (4 charges), shadow armor* (1 charge), shadow hands* (1 charge), shadow puppets* (2 charges), or slither* (2 charges). You can also use an action to cast the claws of darkness*, douse light*, or shadow blindness* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, shadows, or terror. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion of darkness (as the darkness spell) that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to the Plane of Shadow, avoiding the explosion. If you fail to avoid the effect, you take necrotic damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18872,7 +18872,7 @@ "fields": { "name": "Undine Plate", "desc": "This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don't have disadvantage on Dexterity (Stealth) checks while underwater.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18891,7 +18891,7 @@ "fields": { "name": "Unerring Dowsing Rod", "desc": "This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18910,7 +18910,7 @@ "fields": { "name": "Unquiet Dagger", "desc": "Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18929,7 +18929,7 @@ "fields": { "name": "Unseelie Staff", "desc": "This ebony staff is decorated in silver and topped with a jagged piece of obsidian. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of powdery snow, which blows away in a sudden, chill wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 necrotic damage to the target. If the fey has a good alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), confusion (4 charges), invisibility (2 charges), or teleport (7 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18948,7 +18948,7 @@ "fields": { "name": "Valkyrie's Bite", "desc": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18967,7 +18967,7 @@ "fields": { "name": "Vengeful Coat", "desc": "This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks. At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds. When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat's magic ceases to function until you finish a long rest.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18986,7 +18986,7 @@ "fields": { "name": "Venomous Fangs", "desc": "These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls made with this magic bite. While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM's discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19005,7 +19005,7 @@ "fields": { "name": "Verdant Elixir", "desc": "Multi-colored streaks of light occasionally flash through the clear liquid in this container, like bottled lightning. As an action, you can pour the contents of the vial onto the ground. All normal plants in a 100-foot radius centered on the point where you poured the vial become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Alternatively, you can apply the contents of the vial to a plant creature within 5 feet of you. For 1 hour, the target gains 2d10 temporary hit points, and it gains the “enlarge” effect of the enlarge/reduce spell (no concentration required).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19024,7 +19024,7 @@ "fields": { "name": "Verminous Snipsnaps", "desc": "This stoppered jar holds small animated knives and scissors. The jar weighs 1 pound, and its command word is often written on the jar's label. You can use an action to remove the stopper, which releases the spinning blades into a space you can see within 30 feet of you. The knives and scissors fill a cube 10 feet on each side and whirl in place, flaying creatures and objects that enter the cube. When a creature enters the cube for the first time on a turn or starts its turn there, it takes 2d12 piercing damage. You can use a bonus action to speak the command word, returning the blades to the jar. Otherwise, the knives and scissors remain in that space indefinitely.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19043,7 +19043,7 @@ "fields": { "name": "Verses of Vengeance", "desc": "This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents. You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield's normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield's bonus to your AC until the start of your next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19062,7 +19062,7 @@ "fields": { "name": "Vessel of Deadly Venoms", "desc": "This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake's mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word “blade” causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word “consume” causes the snake to produce 1 dose of assassin's blood, an ingested poison. The word “spit” causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. Once used, the vessel can't be used to create poison again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19081,7 +19081,7 @@ "fields": { "name": "Vestments of the Bleak Shinobi", "desc": "This padded black armor is fashioned in the furtive style of shinobi shōzoku garb. You have advantage on Dexterity (Stealth) checks while you wear this armor. Darkness. While wearing this armor, you can use an action to cast the darkness spell from it with a range of 30 feet. Once used, this property can’t be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19100,7 +19100,7 @@ "fields": { "name": "Vial of Sunlight", "desc": "This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19119,7 +19119,7 @@ "fields": { "name": "Vielle of Weirding and Warding", "desc": "The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19138,7 +19138,7 @@ "fields": { "name": "Vigilant Mug", "desc": "An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp's eyes turn red when poison or poisonous material is placed or poured inside the mug.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19157,7 +19157,7 @@ "fields": { "name": "Vile Razor", "desc": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk. ", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19176,7 +19176,7 @@ "fields": { "name": "Void-Touched Buckler", "desc": "This simple wood and metal buckler belonged to an adventurer slain by a void dragon wyrmling (see Tome of Beasts). It sat for decades next to a small tear in the fabric of reality, which led to the outer planes. It has since become tainted by the Void. While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Invoke the Void. While wielding this shield, you can use an action to invoke the shield’s latent Void energy for 1 minute, causing a dark, swirling aura to envelop the shield. For the duration, when a creature misses you with a weapon attack, it must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of its next turn. In addition, when a creature hits you with a weapon attack, it has advantage on weapon attack rolls against you until the end of its next turn. You can’t use this property of the shield again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19195,7 +19195,7 @@ "fields": { "name": "Voidskin Cloak", "desc": "This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can't be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19214,7 +19214,7 @@ "fields": { "name": "Voidwalker", "desc": "This band of tarnished silver bears no ornament or inscription, but it is icy cold to the touch. The patches of dark corrosion on the ring constantly, but subtly, move and change; though, this never occurs while anyone observes the ring. While wearing Voidwalker, you gain the benefits of a ring of free action and a ring of resistance (cold). It has the following additional properties. The ring is clever and knows that most mortals want nothing to do with the Void directly. It also knows that most of the creatures with strength enough to claim it will end up in dire straits sooner or later. It doesn't overplay its hand trying to push a master to take a plunge into the depths of the Void, but instead makes itself as indispensable as possible. It provides counsel and protection, all the while subtly pushing its master to take greater and greater risks. Once it's maneuvered its wearer into a position of desperation, generally on the brink of death, Voidwalker offers a way out. If the master accepts, it opens a gate into the Void, most likely sealing the creature's doom.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19233,7 +19233,7 @@ "fields": { "name": "Feather Token", "desc": "The following are additional feather token options. Cloud (Uncommon). This white feather is shaped like a cloud. You can use an action to step on the token, which expands into a 10-foot-diameter cloud that immediately begins to rise slowly to a height of up to 20 feet. Any creatures standing on the cloud rise with it. The cloud disappears after 10 minutes, and anything that was on the cloud falls slowly to the ground. \nDark of the Moon (Rare). This black feather is shaped like a crescent moon. As an action, you can brush the feather over a willing creature’s eyes to grant it the ability to see in the dark. For 1 hour, that creature has darkvision out to a range of 60 feet, including in magical darkness. Afterwards, the feather disappears. \n Held Heart (Very Rare). This red feather is shaped like a heart. While carrying this token, you have advantage on initiative rolls. As an action, you can press the feather against a willing, injured creature. The target regains all its missing hit points and the feather disappears. \nJackdaw’s Dart (Common). This black feather is shaped like a dart. While holding it, you can use an action to throw it at a creature you can see within 30 feet of you. As it flies, the feather transforms into a blot of black ink. The target must succeed on a DC 11 Dexterity saving throw or the feather leaves a black mark of misfortune on it. The target has disadvantage on its next ability check, attack roll, or saving throw then the mark disappears. A remove curse spell ends the mark early.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19252,7 +19252,7 @@ "fields": { "name": "Wand of Accompaniment", "desc": "Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19271,7 +19271,7 @@ "fields": { "name": "Wand of Air Glyphs", "desc": "While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19290,7 +19290,7 @@ "fields": { "name": "Wand of Bristles", "desc": "This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom’s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19309,7 +19309,7 @@ "fields": { "name": "Wand of Depth Detection", "desc": "This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid's deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid's surface.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19328,7 +19328,7 @@ "fields": { "name": "Wand of Direction", "desc": "This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand’s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand’s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can’t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19347,7 +19347,7 @@ "fields": { "name": "Wand of Drowning", "desc": "This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature's lungs, ending the effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19366,7 +19366,7 @@ "fields": { "name": "Wand of Extinguishing", "desc": "This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of ignition.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19385,7 +19385,7 @@ "fields": { "name": "Wand of Fermentation", "desc": "Fashioned out of oak, this wand appears heavily stained by an unknown liquid. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes in a puff of black smoke and is destroyed. While holding the wand, you can use an action and expend 1 or more of its charges to transform nonmagical liquid, such as blood, apple juice, or water, into an alcoholic beverage. For each charge you expend, you transform up to 1 gallon of nonmagical liquid into an equal amount of beer, wine, or other spirit. The alcohol transforms back into its original form if it hasn't been consumed within 24 hours of being transformed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19404,7 +19404,7 @@ "fields": { "name": "Wand of Flame Control", "desc": "This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell's damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: - Change the color of any flames within 30 feet.\n- Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long.\n- Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand bursts into flames and burns to ash in seconds.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19423,7 +19423,7 @@ "fields": { "name": "Wand of Giggles", "desc": "This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to giggle for 1 minute. Giggling doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Tears.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19442,7 +19442,7 @@ "fields": { "name": "Wand of Guidance", "desc": "This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Resistance.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19461,7 +19461,7 @@ "fields": { "name": "Wand of Harrowing", "desc": "The tips of this twisted wooden wand are exceptionally withered. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19480,7 +19480,7 @@ "fields": { "name": "Wand of Ignition", "desc": "The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Extinguishing.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19499,7 +19499,7 @@ "fields": { "name": "Wand of Plant Destruction", "desc": "This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand shatters and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19518,7 +19518,7 @@ "fields": { "name": "Wand of Relieved Burdens", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and touch a creature with the wand. If the creature is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned, the condition is removed from the creature and transferred to you. You suffer the condition for the remainder of its duration or until it is removed. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand crumbles to dust and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19537,7 +19537,7 @@ "fields": { "name": "Wand of Resistance", "desc": "This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Guidance .", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19556,7 +19556,7 @@ "fields": { "name": "Wand of Revealing", "desc": "Crystal beads decorate this wand, and a silver hand, index finger extended, caps it. The wand has 3 charges and regains all expended charges daily at dawn. While holding it, you can use an action to expend 1 of the wand's charges to reveal one creature or object within 120 feet of you that is either invisible or ethereal. This works like the see invisibility spell, except it allows you to see only that one creature or object. That creature or object remains visible as long as it remains within 120 feet of you. If more than one invisible or ethereal creature or object is in range when you use the wand, it reveals the nearest creature or object, revealing invisible creatures or objects before ethereal ones.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19575,7 +19575,7 @@ "fields": { "name": "Wand of Tears", "desc": "The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Giggles .", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19594,7 +19594,7 @@ "fields": { "name": "Wand of the Timekeeper", "desc": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19613,7 +19613,7 @@ "fields": { "name": "Wand of Treasure Finding", "desc": "This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand's magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns to lead and becomes nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19632,7 +19632,7 @@ "fields": { "name": "Wand of Vapors", "desc": "Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can’t be grappled or restrained. While in this form, you also can’t talk or manipulate objects, any objects you were wearing or holding can’t be dropped, used, or otherwise interacted with, and you can’t attack or cast spells.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19651,7 +19651,7 @@ "fields": { "name": "Wand of Windows", "desc": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19670,7 +19670,7 @@ "fields": { "name": "Ward Against Wild Appetites", "desc": "Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to old-growth forests. When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19689,7 +19689,7 @@ "fields": { "name": "Warding Icon", "desc": "This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren't incapacitated.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19708,7 +19708,7 @@ "fields": { "name": "Warlock's Aegis", "desc": "When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor's colors change to those most closely associated with your patron. While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19727,7 +19727,7 @@ "fields": { "name": "Warrior Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19746,7 +19746,7 @@ "fields": { "name": "Wave Chain Mail", "desc": "The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water. In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker's turn. Once used, this property of the armor can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19765,7 +19765,7 @@ "fields": { "name": "Wayfarer's Candle", "desc": "This beeswax candle is stamped with a holy symbol, typically one of a deity associated with light or protection. When lit, it sheds light and heat as a normal candle for up to 1 hour, but it can't be extinguished by wind of any force. It can be blown out or extinguished only by the creature holding it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19784,7 +19784,7 @@ "fields": { "name": "Web Arrows", "desc": "Carvings of spiderwebs decorate the arrowhead and shaft of these arrows, which always come in pairs. When you fire the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you fire the first arrow, you must fire the second arrow within 1 minute. The arrows must land within 20 feet of each other, or the magic fails. The webs created by the arrows are difficult terrain and lightly obscure the area. Each creature that starts its turn in the webs or enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature, including the restrained creature, can take its action to break the creature free from the webbing by succeeding on a DC 13 Strength check. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19803,7 +19803,7 @@ "fields": { "name": "Webbed Staff", "desc": "This staff is carved of ebony and wrapped in a net of silver wire. While holding it, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, spidersilk surrounds the staff in a cocoon then quickly unravels itself and the staff, destroying the staff.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19822,7 +19822,7 @@ "fields": { "name": "Whip of Fangs", "desc": "The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19841,7 +19841,7 @@ "fields": { "name": "Whispering Cloak", "desc": "This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can't make ranged or melee attacks with nonmagical weapons. In addition, you can't pick up objects, and you can't give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can't be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19860,7 +19860,7 @@ "fields": { "name": "Whispering Powder", "desc": "A paper envelope contains enough of this fine dust for one use. You can use an action to sprinkle the dust on the ground in up to four contiguous spaces. When a Small or larger creature steps into one of these spaces, it must make a DC 13 Dexterity saving throw. On a failure, loud squeals, squeaks, and pops erupt with each footfall, audible out to 150 feet. The powder's creator dictates the manner of sounds produced. The first creature to enter the affected spaces sets off the alarm, consuming the powder's magic. Otherwise, the effect lasts as long as the powder coats the area.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19879,7 +19879,7 @@ "fields": { "name": "White Ape Hide", "desc": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19898,7 +19898,7 @@ "fields": { "name": "White Ape Leather", "desc": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19917,7 +19917,7 @@ "fields": { "name": "White Dandelion", "desc": "When you are attacked or are the target of a spell while holding this magically enhanced flower, you can use a reaction to blow on the flower. It explodes in a flurry of seeds that distracts your attacker, and you add 1 to your AC against the attack or to your saving throw against the spell. Afterwards, the flower wilts and becomes nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19936,7 +19936,7 @@ "fields": { "name": "White Honey Buckle", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19955,7 +19955,7 @@ "fields": { "name": "Windwalker Boots", "desc": "These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don't end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19974,7 +19974,7 @@ "fields": { "name": "Wisp of the Void", "desc": "The interior of this bottle is pitch black, and it feels empty. When opened, it releases a black vapor. When you inhale this vapor, your eyes go completely black. For 1 minute, you have darkvision out to a range of 60 feet, and you have resistance to necrotic damage. In addition, you gain a +1 bonus to damage rolls made with a weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19993,7 +19993,7 @@ "fields": { "name": "Witch Ward Bottle", "desc": "This small pottery jug contains an odd assortment of pins, needles, and rosemary, all sitting in a small amount of wine. A bloody fingerprint marks the top of the cork that seals the jug. When placed within a building (as small as a shack or as large as a castle) or buried in the earth on a section of land occupied by humanoids (as small as a campsite or as large as an estate), the bottle's magic protects those within the building or on the land against the magic of fey and fiends. The humanoid that owns the building or land and any ally or invited guests within the building or on the land has advantage on saving throws against the spells and special abilities of fey and fiends. If a protected creature fails its saving throw against a spell with a duration other than instantaneous, that creature can choose to succeed instead. Doing so immediately drains the jug's magic, and it shatters.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20012,7 +20012,7 @@ "fields": { "name": "Witch's Brew", "desc": "For 1 minute after drinking this potion, your spell attacks deal an extra 1d4 necrotic damage on a hit. This revolting green potion's opaque liquid bubbles and steams as if boiling.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20031,7 +20031,7 @@ "fields": { "name": "Wolf Brush", "desc": "From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm's shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20050,7 +20050,7 @@ "fields": { "name": "Wolfbite Ring", "desc": "This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you make a melee weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring's charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20069,7 +20069,7 @@ "fields": { "name": "Worg Salve", "desc": "Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application grants one of the following benefits (your choice): darkvision out to a range of 60 feet, advantage on Wisdom (Perception) checks that rely on smell, a walking speed of 50 feet, or a new attack option (use the statistics of a wolf 's bite attack) for 5 minutes. If you use all three applications at one time, you can cast polymorph on yourself, transforming into a wolf. While you are in the form of a wolf, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20088,7 +20088,7 @@ "fields": { "name": "Worry Stone", "desc": "This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20107,7 +20107,7 @@ "fields": { "name": "Wraithstone", "desc": "This stone is carved from petrified roots to reflect the shape and visage of a beast. The stone holds the spirit of a sacrificed beast of the type the stone depicts. A wraithstone is often created to grant immortal life to a beloved animal companion or to banish a troublesome predator. The creature's essence stays within until the stone is broken, upon which point the soul is released and the creature can't be resurrected or reincarnated by any means short of a wish spell. While attuned to and carrying this item, a spectral representation of the beast walks beside you, resembling the sacrificed creature's likeness in its prime. The specter follows you at all times and can be seen by all. You can use a bonus action to dismiss or summon the specter. So long as you carry this stone, you can interact with the creature as if it were still alive, even speaking to it if it is able to speak, though it can't physically interact with the material world. It can gesture to indicate directions and communicate very basic single-word ideas to you telepathically. The stone has a number of charges, depending on the size of the creature stored within it. The stone has 6 charges if the creature is Large or smaller, 10 charges if the creature is Huge, and 12 charges if the creature is Gargantuan. After all of the stone's charges have been used, the beast's spirit is completely drained, and the stone becomes a nonmagical bauble. As a bonus action, you can expend 1 charge to cause one of the following effects:", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20126,7 +20126,7 @@ "fields": { "name": "Wrathful Vapors", "desc": "Roiling vapors of red, orange, and black swirl in a frenzy of color inside a sealed glass bottle. As an action, you can open the bottle and empty its contents within 5 feet of you or throw the bottle up to 20 feet, shattering it on impact. If you throw it, make a ranged attack against a creature or object, treating the bottle as an improvised weapon. When you open or break the bottle, the smoke releases in a 20-foot-radius sphere that dissipates at the end of your next turn. A creature that isn't an undead or a construct that enters or starts its turn in the area must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. On its turn, a creature overcome with rage must attack the creature nearest to it with whatever melee weapon it has on hand, moving up to its speed toward the target, if necessary. The raging creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20145,7 +20145,7 @@ "fields": { "name": "Zephyr Shield", "desc": "This round metal shield is painted bright blue with swirling white lines across it. You gain a +2 bonus to AC while you wield this shield. This is an addition to the shield's normal AC bonus. Air Bubble. Whenever you are immersed in a body of water while holding this shield, you can use a reaction to envelop yourself in a 10-foot radius bubble of fresh air. This bubble floats in place, but you can move it up to 30 feet during your turn. You are moved with the bubble when it moves. The air within the bubble magically replenishes itself every round and prevents foreign particles, such as poison gases and water-borne parasites, from entering the area. Other creatures can leave or enter the bubble freely, but it collapses as soon as you exit it. The exterior of the bubble is immune to damage and creatures making ranged attacks against anyone inside the bubble have disadvantage on their attack rolls. The bubble lasts for 1 minute or until you exit it. Once used, this property can’t be used again until the next dawn. Sanctuary. You can use a bonus action to cast the sanctuary spell (save DC 13) from the shield. This spell protects you from only water elementals and other creatures composed of water. Once used, this property can’t be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20164,7 +20164,7 @@ "fields": { "name": "Ziphian Eye Amulet", "desc": "This gold amulet holds a preserved eye from a Ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20183,7 +20183,7 @@ "fields": { "name": "Zipline Ring", "desc": "This plain gold ring features a magnificent ruby. While wearing the ring, you can use an action to cause a crimson zipline of magical force to extend from the gem in the ring and attach to up to two solid surfaces you can see. Each surface must be within 150 feet of you. Once the zipline is connected, you can use a bonus action to magically travel up to 50 feet along the line between the two surfaces. You can bring along objects as long as their weight doesn't exceed what you can carry. While the zipline is active, you remain suspended within 5 feet of the line, floating off the ground at least 3 inches, and you can't move more than 5 feet away from the zipline. When you magically travel along the line, you don't provoke opportunity attacks. The hand wearing the ring must be pointed at the line when you magically travel along it, but you otherwise can act normally while the zipline is active. You can use a bonus action to end the zipline. When the zipline has been active for a total of 1 minute, the ring's magic ceases to function until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, diff --git a/data/v2/wizards-of-the-coast/srd/Creature.json b/data/v2/wizards-of-the-coast/srd/Creature.json index 0f9013c7..24778d7f 100644 --- a/data/v2/wizards-of-the-coast/srd/Creature.json +++ b/data/v2/wizards-of-the-coast/srd/Creature.json @@ -35,7 +35,7 @@ "skill_bonus_survival": null, "passive_perception": 20, "name": "Aboleth", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 135, @@ -81,7 +81,7 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Adult Black Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 195, @@ -127,7 +127,7 @@ "skill_bonus_survival": null, "passive_perception": 22, "name": "Adult Blue Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 225, @@ -173,7 +173,7 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Adult Brass Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 172, @@ -219,7 +219,7 @@ "skill_bonus_survival": null, "passive_perception": 22, "name": "Adult Bronze Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 212, @@ -265,7 +265,7 @@ "skill_bonus_survival": null, "passive_perception": 22, "name": "Adult Copper Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 184, @@ -311,7 +311,7 @@ "skill_bonus_survival": null, "passive_perception": 24, "name": "Adult Gold Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 256, @@ -357,7 +357,7 @@ "skill_bonus_survival": null, "passive_perception": 22, "name": "Adult Green Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 207, @@ -403,7 +403,7 @@ "skill_bonus_survival": null, "passive_perception": 23, "name": "Adult Red Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 256, @@ -449,7 +449,7 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Adult Silver Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 243, @@ -495,7 +495,7 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Adult White Dragon", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 200, @@ -541,7 +541,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Air Elemental", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 90, @@ -587,7 +587,7 @@ "skill_bonus_survival": null, "passive_perception": 26, "name": "Ancient Black Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 367, @@ -633,7 +633,7 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Blue Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 481, @@ -679,7 +679,7 @@ "skill_bonus_survival": null, "passive_perception": 24, "name": "Ancient Brass Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 20, "hit_points": 297, @@ -725,7 +725,7 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Bronze Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 444, @@ -771,7 +771,7 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Copper Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 21, "hit_points": 350, @@ -817,7 +817,7 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Gold Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 546, @@ -863,7 +863,7 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Green Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 21, "hit_points": 385, @@ -909,7 +909,7 @@ "skill_bonus_survival": null, "passive_perception": 26, "name": "Ancient Red Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 546, @@ -955,7 +955,7 @@ "skill_bonus_survival": null, "passive_perception": 26, "name": "Ancient Silver Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 487, @@ -1001,7 +1001,7 @@ "skill_bonus_survival": null, "passive_perception": 23, "name": "Ancient White Dragon", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 20, "hit_points": 333, @@ -1047,7 +1047,7 @@ "skill_bonus_survival": null, "passive_perception": 20, "name": "Androsphinx", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 199, @@ -1093,7 +1093,7 @@ "skill_bonus_survival": null, "passive_perception": 6, "name": "Animated Armor", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 33, @@ -1139,7 +1139,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Ankheg", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 39, @@ -1185,7 +1185,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Azer", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 39, @@ -1231,7 +1231,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Balor", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 262, @@ -1277,7 +1277,7 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Barbed Devil", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 110, @@ -1323,7 +1323,7 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Basilisk", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 52, @@ -1369,7 +1369,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Bearded Devil", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 52, @@ -1415,7 +1415,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Behir", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 17, "hit_points": 168, @@ -1461,7 +1461,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Black Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 33, @@ -1507,7 +1507,7 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Black Pudding", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 7, "hit_points": 85, @@ -1553,7 +1553,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Blue Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 52, @@ -1599,7 +1599,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Bone Devil", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 142, @@ -1645,7 +1645,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Brass Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 16, @@ -1691,7 +1691,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Bronze Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 32, @@ -1737,7 +1737,7 @@ "skill_bonus_survival": 2, "passive_perception": 10, "name": "Bugbear", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 27, @@ -1783,7 +1783,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Bulette", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 94, @@ -1829,7 +1829,7 @@ "skill_bonus_survival": 0, "passive_perception": 9, "name": "Camel", - "size": 4, + "size_integer": 4, "weight": "600.000", "armor_class": 9, "hit_points": 15, @@ -1875,7 +1875,7 @@ "skill_bonus_survival": 3, "passive_perception": 13, "name": "Centaur", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 45, @@ -1921,7 +1921,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Chain Devil", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 85, @@ -1967,7 +1967,7 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Chimera", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 114, @@ -2013,7 +2013,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Chuul", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 16, "hit_points": 93, @@ -2059,7 +2059,7 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Clay Golem", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 133, @@ -2105,7 +2105,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Cloaker", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 78, @@ -2151,7 +2151,7 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Cloud Giant", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 14, "hit_points": 200, @@ -2197,7 +2197,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Cockatrice", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 27, @@ -2243,7 +2243,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Copper Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 22, @@ -2289,7 +2289,7 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Couatl", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 19, "hit_points": 97, @@ -2335,7 +2335,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Darkmantle", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 22, @@ -2381,7 +2381,7 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Deva", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 136, @@ -2427,7 +2427,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Djinni", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 161, @@ -2473,7 +2473,7 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Donkey", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 11, @@ -2519,7 +2519,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Doppelganger", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 52, @@ -2565,7 +2565,7 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Draft Horse", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 10, "hit_points": 19, @@ -2611,7 +2611,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Dragon Turtle", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 20, "hit_points": 341, @@ -2657,7 +2657,7 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Dretch", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 18, @@ -2703,7 +2703,7 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Drider", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 123, @@ -2749,7 +2749,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Dryad", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 22, @@ -2795,7 +2795,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Duergar", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 26, @@ -2841,7 +2841,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Dust Mephit", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 12, "hit_points": 17, @@ -2887,7 +2887,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Earth Elemental", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 126, @@ -2933,7 +2933,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Efreeti", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 200, @@ -2979,7 +2979,7 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Elephant", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 12, "hit_points": 76, @@ -3025,7 +3025,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Elf, Drow", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 13, @@ -3071,7 +3071,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Erinyes", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 153, @@ -3117,7 +3117,7 @@ "skill_bonus_survival": 3, "passive_perception": 13, "name": "Ettercap", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 44, @@ -3163,7 +3163,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Ettin", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 85, @@ -3209,7 +3209,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Fire Elemental", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 102, @@ -3255,7 +3255,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Fire Giant", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 162, @@ -3301,7 +3301,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Flesh Golem", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 9, "hit_points": 93, @@ -3347,7 +3347,7 @@ "skill_bonus_survival": null, "passive_perception": 7, "name": "Flying Sword", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 17, "hit_points": 17, @@ -3393,7 +3393,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Frost Giant", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 15, "hit_points": 138, @@ -3439,7 +3439,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Gargoyle", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 52, @@ -3485,7 +3485,7 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Gelatinous Cube", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 6, "hit_points": 84, @@ -3531,7 +3531,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Ghast", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 36, @@ -3577,7 +3577,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Ghost", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 45, @@ -3623,7 +3623,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Ghoul", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 22, @@ -3669,7 +3669,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Gibbering Mouther", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 9, "hit_points": 67, @@ -3715,7 +3715,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Glabrezu", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 157, @@ -3761,7 +3761,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Gnoll", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 22, @@ -3807,7 +3807,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Gnome, Deep (Svirfneblin)", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 15, "hit_points": 16, @@ -3853,7 +3853,7 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Goblin", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 15, "hit_points": 7, @@ -3899,7 +3899,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Gold Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 60, @@ -3945,7 +3945,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Gorgon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 114, @@ -3991,7 +3991,7 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Gray Ooze", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 8, "hit_points": 22, @@ -4037,7 +4037,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Green Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 38, @@ -4083,7 +4083,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Green Hag", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 82, @@ -4129,7 +4129,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Grick", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 27, @@ -4175,7 +4175,7 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Griffon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 59, @@ -4221,7 +4221,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Grimlock", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 11, @@ -4267,7 +4267,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Guardian Naga", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 127, @@ -4313,7 +4313,7 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Gynosphinx", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 136, @@ -4359,7 +4359,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Half-Red Dragon Veteran", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 65, @@ -4405,7 +4405,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Harpy", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 38, @@ -4451,7 +4451,7 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Hell Hound", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 45, @@ -4497,7 +4497,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Hezrou", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 16, "hit_points": 136, @@ -4543,7 +4543,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Hill Giant", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 13, "hit_points": 105, @@ -4589,7 +4589,7 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Hippogriff", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 11, "hit_points": 19, @@ -4635,7 +4635,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Hobgoblin", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 11, @@ -4681,7 +4681,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Homunculus", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 5, @@ -4727,7 +4727,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Horned Devil", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 178, @@ -4773,7 +4773,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Hydra", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 15, "hit_points": 172, @@ -4819,7 +4819,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Ice Devil", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 180, @@ -4865,7 +4865,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Ice Mephit", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 21, @@ -4911,7 +4911,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Imp", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 10, @@ -4957,7 +4957,7 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Invisible Stalker", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 104, @@ -5003,7 +5003,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Iron Golem", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 20, "hit_points": 210, @@ -5049,7 +5049,7 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Kobold", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 12, "hit_points": 5, @@ -5095,7 +5095,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Kraken", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 18, "hit_points": 472, @@ -5141,7 +5141,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Lamia", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 97, @@ -5187,7 +5187,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Lemure", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 7, "hit_points": 13, @@ -5233,7 +5233,7 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Lich", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 135, @@ -5279,7 +5279,7 @@ "skill_bonus_survival": 5, "passive_perception": 13, "name": "Lizardfolk", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 22, @@ -5325,7 +5325,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Magma Mephit", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 22, @@ -5371,7 +5371,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Magmin", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 14, "hit_points": 9, @@ -5417,7 +5417,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Manticore", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 68, @@ -5463,7 +5463,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Marilith", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 189, @@ -5509,7 +5509,7 @@ "skill_bonus_survival": 0, "passive_perception": 13, "name": "Mastiff", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 5, @@ -5555,7 +5555,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Medusa", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 127, @@ -5601,7 +5601,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Merfolk", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 11, @@ -5647,7 +5647,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Merrow", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 45, @@ -5693,7 +5693,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Mimic", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 58, @@ -5739,7 +5739,7 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Minotaur", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 76, @@ -5785,7 +5785,7 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Minotaur Skeleton", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 67, @@ -5831,7 +5831,7 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Mule", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 11, @@ -5877,7 +5877,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Mummy", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 58, @@ -5923,7 +5923,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Mummy Lord", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 97, @@ -5969,7 +5969,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Nalfeshnee", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 184, @@ -6015,7 +6015,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Night Hag", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 112, @@ -6061,7 +6061,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Nightmare", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 68, @@ -6107,7 +6107,7 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Ochre Jelly", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 8, "hit_points": 45, @@ -6153,7 +6153,7 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Ogre", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 11, "hit_points": 59, @@ -6199,7 +6199,7 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Ogre Zombie", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 8, "hit_points": 85, @@ -6245,7 +6245,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Oni", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 16, "hit_points": 110, @@ -6291,7 +6291,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Orc", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 15, @@ -6337,7 +6337,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Otyugh", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 114, @@ -6383,7 +6383,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Owlbear", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 59, @@ -6429,7 +6429,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Pegasus", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 59, @@ -6475,7 +6475,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Pit Fiend", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 300, @@ -6521,7 +6521,7 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Planetar", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 200, @@ -6567,7 +6567,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Plesiosaurus", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 68, @@ -6613,7 +6613,7 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Pony", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 11, @@ -6659,7 +6659,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Pseudodragon", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 7, @@ -6705,7 +6705,7 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Purple Worm", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 18, "hit_points": 247, @@ -6751,7 +6751,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Quasit", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 7, @@ -6797,7 +6797,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Rakshasa", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 110, @@ -6843,7 +6843,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Red Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 75, @@ -6889,7 +6889,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Remorhaz", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 17, "hit_points": 195, @@ -6935,7 +6935,7 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Riding Horse", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 10, "hit_points": 13, @@ -6981,7 +6981,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Roc", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 15, "hit_points": 248, @@ -7027,7 +7027,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Roper", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 20, "hit_points": 93, @@ -7073,7 +7073,7 @@ "skill_bonus_survival": null, "passive_perception": 6, "name": "Rug of Smothering", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 33, @@ -7119,7 +7119,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Rust Monster", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 27, @@ -7165,7 +7165,7 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Sahuagin", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 22, @@ -7211,7 +7211,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Salamander", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 90, @@ -7257,7 +7257,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Satyr", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 31, @@ -7303,7 +7303,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Sea Hag", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 52, @@ -7349,7 +7349,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Shadow", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 16, @@ -7395,7 +7395,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Shambling Mound", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 136, @@ -7441,7 +7441,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Shield Guardian", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 142, @@ -7487,7 +7487,7 @@ "skill_bonus_survival": null, "passive_perception": 6, "name": "Shrieker", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 5, "hit_points": 13, @@ -7533,7 +7533,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Silver Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 45, @@ -7579,7 +7579,7 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Skeleton", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 13, @@ -7625,7 +7625,7 @@ "skill_bonus_survival": null, "passive_perception": 24, "name": "Solar", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 21, "hit_points": 243, @@ -7671,7 +7671,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Specter", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 22, @@ -7717,7 +7717,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Spirit Naga", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 75, @@ -7763,7 +7763,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Sprite", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 15, "hit_points": 2, @@ -7809,7 +7809,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Steam Mephit", - "size": 2, + "size_integer": 2, "weight": "0.000", "armor_class": 10, "hit_points": 21, @@ -7855,7 +7855,7 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Stirge", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 14, "hit_points": 2, @@ -7901,7 +7901,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Stone Giant", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 17, "hit_points": 126, @@ -7947,7 +7947,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Stone Golem", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 178, @@ -7993,7 +7993,7 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Storm Giant", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 16, "hit_points": 230, @@ -8039,7 +8039,7 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Succubus/Incubus", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 66, @@ -8085,7 +8085,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Tarrasque", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 25, "hit_points": 676, @@ -8131,7 +8131,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Treant", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 16, "hit_points": 138, @@ -8177,7 +8177,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Triceratops", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 13, "hit_points": 95, @@ -8223,7 +8223,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Troll", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 84, @@ -8269,7 +8269,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Tyrannosaurus Rex", - "size": 5, + "size_integer": 5, "weight": "0.000", "armor_class": 13, "hit_points": 136, @@ -8315,7 +8315,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Unicorn", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 67, @@ -8361,7 +8361,7 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Vampire", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 144, @@ -8407,7 +8407,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Vampire Spawn", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 82, @@ -8453,7 +8453,7 @@ "skill_bonus_survival": null, "passive_perception": 6, "name": "Violet Fungus", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 5, "hit_points": 18, @@ -8499,7 +8499,7 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Vrock", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 104, @@ -8545,7 +8545,7 @@ "skill_bonus_survival": 0, "passive_perception": 11, "name": "Warhorse", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 11, "hit_points": 19, @@ -8591,7 +8591,7 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Warhorse Skeleton", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 22, @@ -8637,7 +8637,7 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Water Elemental", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 114, @@ -8683,7 +8683,7 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Werebear", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 135, @@ -8729,7 +8729,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Wereboar", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 78, @@ -8775,7 +8775,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Wererat", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 33, @@ -8821,7 +8821,7 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Weretiger", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 120, @@ -8867,7 +8867,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Werewolf", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 58, @@ -8913,7 +8913,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "White Dragon Wyrmling", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 32, @@ -8959,7 +8959,7 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Wight", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 45, @@ -9005,7 +9005,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Will-o'-Wisp", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 19, "hit_points": 22, @@ -9051,7 +9051,7 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Wraith", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 67, @@ -9097,7 +9097,7 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Wyvern", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 110, @@ -9143,7 +9143,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Xorn", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 19, "hit_points": 73, @@ -9189,7 +9189,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Young Black Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 127, @@ -9235,7 +9235,7 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Young Blue Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 152, @@ -9281,7 +9281,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Young Brass Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 110, @@ -9327,7 +9327,7 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Young Bronze Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 142, @@ -9373,7 +9373,7 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Young Copper Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 119, @@ -9419,7 +9419,7 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Young Gold Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 178, @@ -9465,7 +9465,7 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Young Green Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 136, @@ -9511,7 +9511,7 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Young Red Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 178, @@ -9557,7 +9557,7 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Young Silver Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 168, @@ -9603,7 +9603,7 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Young White Dragon", - "size": 4, + "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 133, @@ -9649,7 +9649,7 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Zombie", - "size": 3, + "size_integer": 3, "weight": "0.000", "armor_class": 8, "hit_points": 22, diff --git a/data/v2/wizards-of-the-coast/srd/Item.json b/data/v2/wizards-of-the-coast/srd/Item.json index 264a1593..53669814 100644 --- a/data/v2/wizards-of-the-coast/srd/Item.json +++ b/data/v2/wizards-of-the-coast/srd/Item.json @@ -5,7 +5,7 @@ "fields": { "name": "Cinnamon", "desc": "1lb of cinnamon", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -24,7 +24,7 @@ "fields": { "name": "Cloves", "desc": "1lb of cloves.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -43,7 +43,7 @@ "fields": { "name": "Copper", "desc": "1lb of copper.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -62,7 +62,7 @@ "fields": { "name": "Flour", "desc": "1lb of flour", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -81,7 +81,7 @@ "fields": { "name": "Ginger", "desc": "1lb of Ginger.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -100,7 +100,7 @@ "fields": { "name": "Gold", "desc": "1lb of gold.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -119,7 +119,7 @@ "fields": { "name": "Iron", "desc": "1lb of iron.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -138,7 +138,7 @@ "fields": { "name": "Pepper", "desc": "1lb of pepper.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -157,7 +157,7 @@ "fields": { "name": "Platinum", "desc": "1 lb. of platinum.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -176,7 +176,7 @@ "fields": { "name": "Saffron", "desc": "1lb of saffron.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -195,7 +195,7 @@ "fields": { "name": "Salt", "desc": "1lb of salt.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -214,7 +214,7 @@ "fields": { "name": "Silver", "desc": "1lb of silver", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -233,7 +233,7 @@ "fields": { "name": "Wheat", "desc": "1 pound of wheat.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -252,7 +252,7 @@ "fields": { "name": "Canvas", "desc": "1 sq. yd. of canvas", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -271,7 +271,7 @@ "fields": { "name": "Cotton Cloth", "desc": "1 sq. yd. of cotton cloth.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -290,7 +290,7 @@ "fields": { "name": "Linen", "desc": "1 sq. yd. of linen.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -309,7 +309,7 @@ "fields": { "name": "Silk", "desc": "1 sq. yd. of silk.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -328,7 +328,7 @@ "fields": { "name": "Abacus", "desc": "An abacus.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -347,7 +347,7 @@ "fields": { "name": "Acid", "desc": "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -366,7 +366,7 @@ "fields": { "name": "Acid (vial)", "desc": "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -385,7 +385,7 @@ "fields": { "name": "Adamantine Armor (Breastplate)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -404,7 +404,7 @@ "fields": { "name": "Adamantine Armor (Chain-Mail)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -423,7 +423,7 @@ "fields": { "name": "Adamantine Armor (Chain-Shirt)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -442,7 +442,7 @@ "fields": { "name": "Adamantine Armor (Half-Plate)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -461,7 +461,7 @@ "fields": { "name": "Adamantine Armor (Hide)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -480,7 +480,7 @@ "fields": { "name": "Adamantine Armor (Plate)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -499,7 +499,7 @@ "fields": { "name": "Adamantine Armor (Ring-Mail)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -518,7 +518,7 @@ "fields": { "name": "Adamantine Armor (Scale-Mail)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -537,7 +537,7 @@ "fields": { "name": "Adamantine Armor (Splint)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -556,7 +556,7 @@ "fields": { "name": "Alchemist's Fire (Flask)", "desc": "This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -575,7 +575,7 @@ "fields": { "name": "Alchemist's Supplies", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -594,7 +594,7 @@ "fields": { "name": "Amulet", "desc": "Can be used as a holy symbol.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -613,7 +613,7 @@ "fields": { "name": "Amulet of Health", "desc": "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -632,7 +632,7 @@ "fields": { "name": "Amulet of Proof against Detection and Location", "desc": "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -651,7 +651,7 @@ "fields": { "name": "Amulet of the Planes", "desc": "While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the _plane shift_ spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -670,7 +670,7 @@ "fields": { "name": "Animated Shield", "desc": "While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -689,7 +689,7 @@ "fields": { "name": "Antitoxin (Vial)", "desc": "A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -708,7 +708,7 @@ "fields": { "name": "Apparatus of the Crab", "desc": "This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\r\n\r\nThe apparatus of the Crab is a Large object with the following statistics:\r\n\r\n**Armor Class:** 20\r\n\r\n**Hit Points:** 200\r\n\r\n**Speed:** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)\r\n\r\n**Damage Immunities:** poison, psychic\r\n\r\nTo be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\r\n\r\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\r\n\r\nA creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.\r\n\r\n**Apparatus of the Crab Levers (table)**\r\n\r\n| Lever | Up | Down |\r\n|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. |\r\n| 2 | Forward window shutter opens. | Forward window shutter closes. |\r\n| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |\r\n| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. |\r\n| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |\r\n| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. |\r\n| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |\r\n| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. |\r\n| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. |\r\n| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -727,7 +727,7 @@ "fields": { "name": "Armor of Invulnerability", "desc": "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -746,7 +746,7 @@ "fields": { "name": "Armor of Resistance (Leather)", "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -765,7 +765,7 @@ "fields": { "name": "Armor of Resistance (Padded)", "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -784,7 +784,7 @@ "fields": { "name": "Armor of Resistance (Studded-Leather)", "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -803,7 +803,7 @@ "fields": { "name": "Armor of Vulnerability", "desc": "While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.\n\n**_Curse_**. This armor is cursed, a fact that is revealed only when an _identify_ spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the _remove curse_ spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -822,7 +822,7 @@ "fields": { "name": "Arrow (bow)", "desc": "An arrow for a bow.", - "size": 1, + "size_integer": 1, "weight": "0.050", "armor_class": 0, "hit_points": 0, @@ -841,7 +841,7 @@ "fields": { "name": "Arrow-Catching Shield", "desc": "You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -860,7 +860,7 @@ "fields": { "name": "Arrow of Slaying", "desc": "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\\n\\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\\n\\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -879,7 +879,7 @@ "fields": { "name": "Assassin's Blood", "desc": "A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.\\n\\n\r\n\r\n**_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -898,7 +898,7 @@ "fields": { "name": "Backpack", "desc": "A backpack. Capacity: 1 cubic foot/30 pounds of gear.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -917,7 +917,7 @@ "fields": { "name": "Bag of Beans", "desc": "Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.\r\n\r\nIf you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.\r\n\r\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.\r\n\r\n| d100 | Effect |\r\n|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |\r\n| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |\r\n| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |\r\n| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |\r\n| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |\r\n| 41-50 | 1d6 + 6 shriekers sprout |\r\n| 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |\r\n| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |\r\n| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |\r\n| 91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |\r\n| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -936,7 +936,7 @@ "fields": { "name": "Bag of Devouring", "desc": "This bag superficially resembles a _bag of holding_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\r\n\r\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.\r\n\r\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.\r\n\r\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -955,7 +955,7 @@ "fields": { "name": "Bag of Holding", "desc": "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\r\n\r\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\r\n\r\nPlacing a _bag of holding_ inside an extradimensional space created by a _handy haversack_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -974,7 +974,7 @@ "fields": { "name": "Bag of Tricks", "desc": "This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.\r\n\r\nYou can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color.\r\n\r\nThe creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\r\n\r\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\r\n\r\n**Gray Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|--------------|\r\n| 1 | Weasel |\r\n| 2 | Giant rat |\r\n| 3 | Badger |\r\n| 4 | Boar |\r\n| 5 | Panther |\r\n| 6 | Giant badger |\r\n| 7 | Dire wolf |\r\n| 8 | Giant elk |\r\n\r\n**Rust Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|------------|\r\n| 1 | Rat |\r\n| 2 | Owl |\r\n| 3 | Mastiff |\r\n| 4 | Goat |\r\n| 5 | Giant goat |\r\n| 6 | Giant boar |\r\n| 7 | Lion |\r\n| 8 | Brown bear |\r\n\r\n**Tan Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|--------------|\r\n| 1 | Jackal |\r\n| 2 | Ape |\r\n| 3 | Baboon |\r\n| 4 | Axe beak |\r\n| 5 | Black bear |\r\n| 6 | Giant weasel |\r\n| 7 | Giant hyena |\r\n| 8 | Tiger |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -993,7 +993,7 @@ "fields": { "name": "Bagpipes", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -1012,7 +1012,7 @@ "fields": { "name": "Ball Bearings (bag of 1000)", "desc": "As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1031,7 +1031,7 @@ "fields": { "name": "Barrel", "desc": "A barrel. Capacity: 40 gallons liquid, 4 cubic feet solid.", - "size": 3, + "size_integer": 3, "weight": "70.000", "armor_class": 0, "hit_points": 0, @@ -1050,7 +1050,7 @@ "fields": { "name": "Basket", "desc": "A basket. Capacity: 2 cubic feet/40 pounds of gear.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1069,7 +1069,7 @@ "fields": { "name": "Battleaxe", "desc": "A battleaxe.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -1088,7 +1088,7 @@ "fields": { "name": "Battleaxe (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1107,7 +1107,7 @@ "fields": { "name": "Battleaxe (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1126,7 +1126,7 @@ "fields": { "name": "Battleaxe (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1145,7 +1145,7 @@ "fields": { "name": "Bead of Force", "desc": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _beads of force_ are found together.\r\n\r\nYou can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.\r\n\r\nAn enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1164,7 +1164,7 @@ "fields": { "name": "Bedroll", "desc": "A bedroll.", - "size": 1, + "size_integer": 1, "weight": "7.000", "armor_class": 0, "hit_points": 0, @@ -1183,7 +1183,7 @@ "fields": { "name": "Bell", "desc": "A bell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1202,7 +1202,7 @@ "fields": { "name": "Belt of Cloud Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1221,7 +1221,7 @@ "fields": { "name": "Belt of Dwarvenkind", "desc": "While wearing this belt, you gain the following benefits:\r\n\r\n* Your Constitution score increases by 2, to a maximum of 20.\r\n* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.\r\n\r\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.\r\n\r\nIf you aren't a dwarf, you gain the following additional benefits while wearing the belt:\r\n\r\n* You have advantage on saving throws against poison, and you have resistance against poison damage.\r\n* You have darkvision out to a range of 60 feet.\r\n* You can speak, read, and write Dwarvish.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1240,7 +1240,7 @@ "fields": { "name": "Belt of Fire Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1259,7 +1259,7 @@ "fields": { "name": "Belt of Frost Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1278,7 +1278,7 @@ "fields": { "name": "Belt of Hill Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1297,7 +1297,7 @@ "fields": { "name": "Belt of Stone Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1316,7 +1316,7 @@ "fields": { "name": "Belt of Storm Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1335,7 +1335,7 @@ "fields": { "name": "Blanket", "desc": "A blanket.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1354,7 +1354,7 @@ "fields": { "name": "Block and Tackle", "desc": "A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -1373,7 +1373,7 @@ "fields": { "name": "Blowgun", "desc": "A blowgun.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -1392,7 +1392,7 @@ "fields": { "name": "Blowgun (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1411,7 +1411,7 @@ "fields": { "name": "Blowgun (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1430,7 +1430,7 @@ "fields": { "name": "Blowgun (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1449,7 +1449,7 @@ "fields": { "name": "Blowgun needles", "desc": "Needles to be fired with a blowgun.", - "size": 1, + "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -1468,7 +1468,7 @@ "fields": { "name": "Book", "desc": "A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -1487,7 +1487,7 @@ "fields": { "name": "Boots of Elvenkind", "desc": "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1506,7 +1506,7 @@ "fields": { "name": "Boots of Levitation", "desc": "While you wear these boots, you can use an action to cast the _levitate_ spell on yourself at will.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1525,7 +1525,7 @@ "fields": { "name": "Boots of Speed", "desc": "While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.\r\n\r\nWhen the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1544,7 +1544,7 @@ "fields": { "name": "Boots of Striding and Springing", "desc": "While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1563,7 +1563,7 @@ "fields": { "name": "Boots of the Winterlands", "desc": "These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\r\n\r\n* You have resistance to cold damage.\r\n* You ignore difficult terrain created by ice or snow.\r\n* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1582,7 +1582,7 @@ "fields": { "name": "Bottle, glass", "desc": "A glass bottle. Capacity: 1.5 pints liquid.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1601,7 +1601,7 @@ "fields": { "name": "Bowl of Commanding Water Elementals", "desc": "While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the _conjure elemental_ spell. The bowl can't be used this way again until the next dawn.\r\n\r\nThe bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1620,7 +1620,7 @@ "fields": { "name": "Bracers of Archery", "desc": "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1639,7 +1639,7 @@ "fields": { "name": "Bracers of Defense", "desc": "While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1658,7 +1658,7 @@ "fields": { "name": "Brazier of Commanding Fire Elementals", "desc": "While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the _conjure elemental_ spell. The brazier can't be used this way again until the next dawn.\r\n\r\nThe brazier weighs 5 pounds.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1677,7 +1677,7 @@ "fields": { "name": "Breastplate", "desc": "This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.", - "size": 1, + "size_integer": 1, "weight": "20.000", "armor_class": 0, "hit_points": 0, @@ -1696,7 +1696,7 @@ "fields": { "name": "Brewer's Supplies", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "9.000", "armor_class": 0, "hit_points": 0, @@ -1715,7 +1715,7 @@ "fields": { "name": "Brooch of Shielding", "desc": "While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the _magic missile_ spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1734,7 +1734,7 @@ "fields": { "name": "Broom of Flying", "desc": "This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.\r\n\r\nYou can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1753,7 +1753,7 @@ "fields": { "name": "Bucket", "desc": "A bucket. Capacity: 3 gallons liquid, 1/2 cubic foot solid.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1772,7 +1772,7 @@ "fields": { "name": "Burnt othur fumes", "desc": "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.\\n\\n**_Inhaled._** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1791,7 +1791,7 @@ "fields": { "name": "Calligrapher's supplies", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -1810,7 +1810,7 @@ "fields": { "name": "Caltrops (bag of 20)", "desc": "As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1829,7 +1829,7 @@ "fields": { "name": "Candle", "desc": "For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1848,7 +1848,7 @@ "fields": { "name": "Candle of Invocation", "desc": "This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.\r\n\r\n| d20 | Alignment |\r\n|-------|-----------------|\r\n| 1-2 | Chaotic evil |\r\n| 3-4 | Chaotic neutral |\r\n| 5-7 | Chaotic good |\r\n| 8-9 | Neutral evil |\r\n| 10-11 | Neutral |\r\n| 12-13 | Neutral good |\r\n| 14-15 | Lawful evil |\r\n| 16-17 | Lawful neutral |\r\n| 18-20 | Lawful good |\r\n\r\nThe candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.\r\n\r\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st* level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.\r\n\r\nAlternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1867,7 +1867,7 @@ "fields": { "name": "Cape of the Mountebank", "desc": "This cape smells faintly of brimstone. While wearing it, you can use it to cast the _dimension door_ spell as an action. This property of the cape can't be used again until the next dawn.\r\n\r\nWhen you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1886,7 +1886,7 @@ "fields": { "name": "Carpenter's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -1905,7 +1905,7 @@ "fields": { "name": "Carpet of Flying", "desc": "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\r\n\r\nFour sizes of _carpet of flying_ exist. The GM chooses the size of a given carpet or determines it randomly.\r\n\r\n| d100 | Size | Capacity | Flying Speed |\r\n|--------|---------------|----------|--------------|\r\n| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet |\r\n| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet |\r\n| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet |\r\n| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet |\r\n\r\nA carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1924,7 +1924,7 @@ "fields": { "name": "Carriage", "desc": "Drawn vehicle.", - "size": 5, + "size_integer": 5, "weight": "600.000", "armor_class": 0, "hit_points": 0, @@ -1943,7 +1943,7 @@ "fields": { "name": "Cart", "desc": "Drawn vehicle", - "size": 4, + "size_integer": 4, "weight": "200.000", "armor_class": 0, "hit_points": 0, @@ -1962,7 +1962,7 @@ "fields": { "name": "Cartographer's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -1981,7 +1981,7 @@ "fields": { "name": "Case, Crossbow Bolt", "desc": "This wooden case can hold up to twenty crossbow bolts.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -2000,7 +2000,7 @@ "fields": { "name": "Case, Map or Scroll", "desc": "This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -2019,7 +2019,7 @@ "fields": { "name": "Censer of Controlling Air Elementals", "desc": "While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the _conjure elemental_ spell. The censer can't be used this way again until the next dawn.\r\n\r\nThis 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2038,7 +2038,7 @@ "fields": { "name": "Chain (10 feet)", "desc": "A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -2057,7 +2057,7 @@ "fields": { "name": "Chain mail", "desc": "Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.", - "size": 1, + "size_integer": 1, "weight": "55.000", "armor_class": 0, "hit_points": 0, @@ -2076,7 +2076,7 @@ "fields": { "name": "Chain shirt", "desc": "Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.", - "size": 1, + "size_integer": 1, "weight": "20.000", "armor_class": 0, "hit_points": 0, @@ -2095,7 +2095,7 @@ "fields": { "name": "Chalk (1 piece)", "desc": "A piece of chalk.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2114,7 +2114,7 @@ "fields": { "name": "Chariot", "desc": "Drawn vehicle.", - "size": 4, + "size_integer": 4, "weight": "100.000", "armor_class": 0, "hit_points": 0, @@ -2133,7 +2133,7 @@ "fields": { "name": "Chest", "desc": "A chest. Capacity: 12 cubic feet/300 pounds of gear.", - "size": 2, + "size_integer": 2, "weight": "25.000", "armor_class": 0, "hit_points": 0, @@ -2152,7 +2152,7 @@ "fields": { "name": "Chicken", "desc": "One chicken", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -2171,7 +2171,7 @@ "fields": { "name": "Chime of Opening", "desc": "This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.\r\n\r\nThe chime can be used ten times. After the tenth time, it cracks and becomes useless.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2190,7 +2190,7 @@ "fields": { "name": "Circlet of Blasting", "desc": "While wearing this circlet, you can use an action to cast the _scorching ray_ spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2209,7 +2209,7 @@ "fields": { "name": "Climber's Kit", "desc": "A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.", - "size": 1, + "size_integer": 1, "weight": "12.000", "armor_class": 0, "hit_points": 0, @@ -2228,7 +2228,7 @@ "fields": { "name": "Cloak of Arachnida", "desc": "This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:\r\n\r\n* You have resistance to poison damage.\r\n* You have a climbing speed equal to your walking speed.\r\n* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\r\n* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.\r\n* You can use an action to cast the _web_ spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2247,7 +2247,7 @@ "fields": { "name": "Cloak of Displacement", "desc": "While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2266,7 +2266,7 @@ "fields": { "name": "Cloak of Elvenkind", "desc": "While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2285,7 +2285,7 @@ "fields": { "name": "Cloak of Protection", "desc": "You gain a +1 bonus to AC and saving throws while you wear this cloak.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2304,7 +2304,7 @@ "fields": { "name": "Cloak of the Bat", "desc": "While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.\r\n\r\nWhile wearing the cloak in an area of dim light or darkness, you can use your action to cast _polymorph_ on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2323,7 +2323,7 @@ "fields": { "name": "Cloak of the Manta Ray", "desc": "While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2342,7 +2342,7 @@ "fields": { "name": "Clothes, Common", "desc": "Common clothes.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -2361,7 +2361,7 @@ "fields": { "name": "Clothes, costume", "desc": "A costume.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -2380,7 +2380,7 @@ "fields": { "name": "Clothes, fine", "desc": "Fine clothing.", - "size": 1, + "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -2399,7 +2399,7 @@ "fields": { "name": "Clothes, traveler's", "desc": "Traveler's clothing.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -2418,7 +2418,7 @@ "fields": { "name": "Club", "desc": "A club", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -2437,7 +2437,7 @@ "fields": { "name": "Club (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2456,7 +2456,7 @@ "fields": { "name": "Club (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2475,7 +2475,7 @@ "fields": { "name": "Club (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2494,7 +2494,7 @@ "fields": { "name": "Cobbler's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -2513,7 +2513,7 @@ "fields": { "name": "Component Pouch", "desc": "A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -2532,7 +2532,7 @@ "fields": { "name": "Cook's utensils", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -2551,7 +2551,7 @@ "fields": { "name": "Cow", "desc": "One cow.", - "size": 4, + "size_integer": 4, "weight": "1000.000", "armor_class": 10, "hit_points": 15, @@ -2570,7 +2570,7 @@ "fields": { "name": "Copper Piece", "desc": "One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.", - "size": 1, + "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -2589,7 +2589,7 @@ "fields": { "name": "Crawler mucus", "desc": "This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\\n\\n\r\n**_Contact._** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2608,7 +2608,7 @@ "fields": { "name": "Crossbow bolt", "desc": "Bolts to be used in a crossbow.", - "size": 1, + "size_integer": 1, "weight": "0.080", "armor_class": 0, "hit_points": 0, @@ -2627,7 +2627,7 @@ "fields": { "name": "Crossbow, hand", "desc": "A hand crossbow.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -2646,7 +2646,7 @@ "fields": { "name": "Crossbow-Hand (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2665,7 +2665,7 @@ "fields": { "name": "Crossbow-Hand (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2684,7 +2684,7 @@ "fields": { "name": "Crossbow-Hand (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2703,7 +2703,7 @@ "fields": { "name": "Crossbow, heavy", "desc": "A heavy crossbow", - "size": 1, + "size_integer": 1, "weight": "18.000", "armor_class": 0, "hit_points": 0, @@ -2722,7 +2722,7 @@ "fields": { "name": "Crossbow-Heavy (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2741,7 +2741,7 @@ "fields": { "name": "Crossbow-Heavy (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2760,7 +2760,7 @@ "fields": { "name": "Crossbow-Heavy (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2779,7 +2779,7 @@ "fields": { "name": "Crossbow, light", "desc": "A light crossbow.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -2798,7 +2798,7 @@ "fields": { "name": "Crossbow-Light (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2817,7 +2817,7 @@ "fields": { "name": "Crossbow-Light (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2836,7 +2836,7 @@ "fields": { "name": "Crossbow-Light (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2855,7 +2855,7 @@ "fields": { "name": "Crowbar", "desc": "Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -2874,7 +2874,7 @@ "fields": { "name": "Crystal", "desc": "Can be used as an arcane focus.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -2893,7 +2893,7 @@ "fields": { "name": "Crystal Ball", "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2912,7 +2912,7 @@ "fields": { "name": "Crystal Ball of Mind Reading", "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nYou can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2931,7 +2931,7 @@ "fields": { "name": "Crystal Ball of Telepathy", "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nThe following crystal ball variants are legendary items and have additional properties.\r\n\r\nWhile scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2950,7 +2950,7 @@ "fields": { "name": "Crystal Ball of True Seeing", "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nWhile scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2969,7 +2969,7 @@ "fields": { "name": "Cube of Force", "desc": "This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.\r\n\r\nYou can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.\r\n\r\nIf your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.\r\n\r\n**Cube of Force Faces (table)**\r\n\r\n| Face | Charges | Effect |\r\n|------|---------|-------------------------------------------------------------------------------------------------------------------|\r\n| 1 | 1 | Gases, wind, and fog can't pass through the barrier. |\r\n| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\r\n| 3 | 3 | Living matter can't pass through the barrier. |\r\n| 4 | 4 | Spell effects can't pass through the barrier. |\r\n| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\r\n| 6 | 0 | The barrier deactivates. |\r\n\r\nThe cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.\r\n\r\n| Spell or Item | Charges Lost |\r\n|------------------|--------------|\r\n| Disintegrate | 1d12 |\r\n| Horn of blasting | 1d10 |\r\n| Passwall | 1d6 |\r\n| Prismatic spray | 1d20 |\r\n| Wall of fire | 1d4 |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2988,7 +2988,7 @@ "fields": { "name": "Cubic Gate", "desc": "This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.\r\n\r\nYou can use an action to press one side of the cube to cast the _gate_ spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the _plane shift_ spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.\r\n\r\nThe cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3007,7 +3007,7 @@ "fields": { "name": "Dagger", "desc": "A dagger.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -3026,7 +3026,7 @@ "fields": { "name": "Dagger (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3045,7 +3045,7 @@ "fields": { "name": "Dagger (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3064,7 +3064,7 @@ "fields": { "name": "Dagger (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3083,7 +3083,7 @@ "fields": { "name": "Dagger of Venom", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nYou can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3102,7 +3102,7 @@ "fields": { "name": "Dancing Sword (Greatsword)", "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3121,7 +3121,7 @@ "fields": { "name": "Dancing Sword (Longsword)", "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3140,7 +3140,7 @@ "fields": { "name": "Dancing Sword (Rapier)", "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3159,7 +3159,7 @@ "fields": { "name": "Dancing Sword (Shortsword)", "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3178,7 +3178,7 @@ "fields": { "name": "Dart", "desc": "A dart.", - "size": 1, + "size_integer": 1, "weight": "0.250", "armor_class": 0, "hit_points": 0, @@ -3197,7 +3197,7 @@ "fields": { "name": "Dart (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3216,7 +3216,7 @@ "fields": { "name": "Dart (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3235,7 +3235,7 @@ "fields": { "name": "Dart (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3254,7 +3254,7 @@ "fields": { "name": "Decanter of Endless Water", "desc": "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.\r\n\r\nYou can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:\r\n\r\n* \"Stream\" produces 1 gallon of water.\r\n* \"Fountain\" produces 5 gallons of water.\r\n* \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3273,7 +3273,7 @@ "fields": { "name": "Deck of Illusions", "desc": "This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.\r\n\r\nThe magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.\r\n\r\nAn illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.\r\n\r\nThe illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.\r\n\r\n| Playing Card | Illusion |\r\n|-------------------|----------------------------------|\r\n| Ace of hearts | Red dragon |\r\n| King of hearts | Knight and four guards |\r\n| Queen of hearts | Succubus or incubus |\r\n| Jack of hearts | Druid |\r\n| Ten of hearts | Cloud giant |\r\n| Nine of hearts | Ettin |\r\n| Eight of hearts | Bugbear |\r\n| Two of hearts | Goblin |\r\n| Ace of diamonds | Beholder |\r\n| King of diamonds | Archmage and mage apprentice |\r\n| Queen of diamonds | Night hag |\r\n| Jack of diamonds | Assassin |\r\n| Ten of diamonds | Fire giant |\r\n| Nine of diamonds | Ogre mage |\r\n| Eight of diamonds | Gnoll |\r\n| Two of diamonds | Kobold |\r\n| Ace of spades | Lich |\r\n| King of spades | Priest and two acolytes |\r\n| Queen of spades | Medusa |\r\n| Jack of spades | Veteran |\r\n| Ten of spades | Frost giant |\r\n| Nine of spades | Troll |\r\n| Eight of spades | Hobgoblin |\r\n| Two of spades | Goblin |\r\n| Ace of clubs | Iron golem |\r\n| King of clubs | Bandit captain and three bandits |\r\n| Queen of clubs | Erinyes |\r\n| Jack of clubs | Berserker |\r\n| Ten of clubs | Hill giant |\r\n| Nine of clubs | Ogre |\r\n| Eight of clubs | Orc |\r\n| Two of clubs | Kobold |\r\n| Jokers (2) | You (the deck's owner) |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3292,7 +3292,7 @@ "fields": { "name": "Deck of Many Things", "desc": "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.\r\n\r\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\r\n\r\nOnce a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.\r\n\r\n| Playing Card | Card |\r\n|--------------------|-------------|\r\n| Ace of diamonds | Vizier\\* |\r\n| King of diamonds | Sun |\r\n| Queen of diamonds | Moon |\r\n| Jack of diamonds | Star |\r\n| Two of diamonds | Comet\\* |\r\n| Ace of hearts | The Fates\\* |\r\n| King of hearts | Throne |\r\n| Queen of hearts | Key |\r\n| Jack of hearts | Knight |\r\n| Two of hearts | Gem\\* |\r\n| Ace of clubs | Talons\\* |\r\n| King of clubs | The Void |\r\n| Queen of clubs | Flames |\r\n| Jack of clubs | Skull |\r\n| Two of clubs | Idiot\\* |\r\n| Ace of spades | Donjon\\* |\r\n| King of spades | Ruin |\r\n| Queen of spades | Euryale |\r\n| Jack of spades | Rogue |\r\n| Two of spades | Balance\\* |\r\n| Joker (with TM) | Fool\\* |\r\n| Joker (without TM) | Jester |\r\n\r\n\\*Found only in a deck with twenty-two cards\r\n\r\n**_Balance_**. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.\r\n\r\n**_Comet_**. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.\r\n\r\n**_Donjon_**. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a _wish_ spell can reveal the location of your prison. You draw no more cards.\r\n\r\n**_Euryale_**. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.\r\n\r\n**_The Fates_**. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\r\n\r\n**_Flames_**. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\r\n\r\n**_Fool_**. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.\r\n\r\n**_Gem_**. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.\r\n\r\n**_Idiot_**. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.\r\n\r\n**_Jester_**. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.\r\n\r\n**_Key_**. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.\r\n\r\n**_Knight_**. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.\r\n\r\n**_Moon_**. You are granted the ability to cast the _wish_ spell 1d3 times.\r\n\r\n**_Rogue_**. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a _wish_ spell or divine intervention can end the NPC's hostility toward you.\r\n\r\n**_Ruin_**. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.\r\n\r\n**_Skull_**. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.\r\n\r\n#", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3311,7 +3311,7 @@ "fields": { "name": "Defender (Greatsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3330,7 +3330,7 @@ "fields": { "name": "Defender (Longsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3349,7 +3349,7 @@ "fields": { "name": "Defender (Rapier)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3368,7 +3368,7 @@ "fields": { "name": "Defender (Shortsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3387,7 +3387,7 @@ "fields": { "name": "Demon Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.\n\n**_Curse_**. Once you don this cursed armor, you can't doff it unless you are targeted by the _remove curse_ spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3406,7 +3406,7 @@ "fields": { "name": "Dice set", "desc": "This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-­‐‑Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3425,7 +3425,7 @@ "fields": { "name": "Dimensional Shackles", "desc": "You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.\r\n\r\nYou and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3444,7 +3444,7 @@ "fields": { "name": "Disguise kit", "desc": "This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -3463,7 +3463,7 @@ "fields": { "name": "Dragon Scale Mail", "desc": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.\r\n\r\nWhile wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).\r\n\r\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.\r\n\r\n| Dragon | Resistance |\r\n|--------|------------|\r\n| Black | Acid |\r\n| Blue | Lightning |\r\n| Brass | Fire |\r\n| Bronze | Lightning |\r\n| Copper | Acid |\r\n| Gold | Fire |\r\n| Green | Poison |\r\n| Red | Fire |\r\n| Silver | Cold |\r\n| White | Cold |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3482,7 +3482,7 @@ "fields": { "name": "Dragon Slayer (Greatsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3501,7 +3501,7 @@ "fields": { "name": "Dragon Slayer (Longsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3520,7 +3520,7 @@ "fields": { "name": "Dragon Slayer (Rapier)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3539,7 +3539,7 @@ "fields": { "name": "Dragon Slayer (Shortsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3558,7 +3558,7 @@ "fields": { "name": "Drow poison", "desc": "This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\r\n\\n\\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3577,7 +3577,7 @@ "fields": { "name": "Drum", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -3596,7 +3596,7 @@ "fields": { "name": "Dulcimer", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -3615,7 +3615,7 @@ "fields": { "name": "Dust of Disappearance", "desc": "Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3634,7 +3634,7 @@ "fields": { "name": "Dust of Dryness", "desc": "This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.\r\n\r\nSomeone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.\r\n\r\nAn elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3653,7 +3653,7 @@ "fields": { "name": "Dust of Sneezing and Choking", "desc": "Found in a small container, this powder resembles very fine sand. It appears to be _dust of disappearance_, and an _identify_ spell reveals it to be such. There is enough of it for one use.\r\n\r\nWhen you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The _lesser restoration_ spell can also end the effect on a creature.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3672,7 +3672,7 @@ "fields": { "name": "Dwarven Plate", "desc": "While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3691,7 +3691,7 @@ "fields": { "name": "Dwarven Thrower", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3710,7 +3710,7 @@ "fields": { "name": "Efficient Quiver", "desc": "Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.\r\n\r\nYou can draw any item the quiver contains as if doing so from a regular quiver or scabbard.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3729,7 +3729,7 @@ "fields": { "name": "Efreeti Bottle", "desc": "This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.\r\n\r\nThe first time the bottle is opened, the GM rolls to determine what happens.\r\n\r\n| d100 | Effect |\r\n|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |\r\n| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |\r\n| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3748,7 +3748,7 @@ "fields": { "name": "Elemental Gem", "desc": "This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the _conjure elemental_ spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.\r\n\r\n| Gem | Summoned Elemental |\r\n|----------------|--------------------|\r\n| Blue sapphire | Air elemental |\r\n| Yellow diamond | Earth elemental |\r\n| Red corundum | Fire elemental |\r\n| Emerald | Water elemental |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3767,7 +3767,7 @@ "fields": { "name": "Elven Chain", "desc": "You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3786,7 +3786,7 @@ "fields": { "name": "Emblem", "desc": "Can be used as a holy symbol.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3805,7 +3805,7 @@ "fields": { "name": "Electrum Piece", "desc": "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", - "size": 1, + "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -3824,7 +3824,7 @@ "fields": { "name": "Essense of either", "desc": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\\n\\n**_Inhaled._** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3843,7 +3843,7 @@ "fields": { "name": "Eversmoking Bottle", "desc": "Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.\r\n\r\nThe cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3862,7 +3862,7 @@ "fields": { "name": "Eyes of Charming", "desc": "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the _charm person_ spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3881,7 +3881,7 @@ "fields": { "name": "Eyes of Minute Seeing", "desc": "These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3900,7 +3900,7 @@ "fields": { "name": "Eyes of the Eagle", "desc": "These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3919,7 +3919,7 @@ "fields": { "name": "Feather Token", "desc": "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single* use effect. The GM chooses the kind of token or determines it randomly.\r\n\r\n| d100 | Feather Token |\r\n|--------|---------------|\r\n| 01-20 | Anchor |\r\n| 21-35 | Bird |\r\n| 36-50 | Fan |\r\n| 51-65 | Swan boat |\r\n| 66-90 | Tree |\r\n| 91-100 | Whip |\r\n\r\n**_Anchor_**. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.\r\n\r\n**_Bird_**. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.\r\n\r\n**_Fan_**. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.\r\n\r\n**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot* wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.\r\n\r\n**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\r\n\r\n**_Whip_**. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.\r\n\r\nAs a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3938,7 +3938,7 @@ "fields": { "name": "Figurine of Wondrous Power (Bronze Griffon)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Bronze Griffon (Rare)_**. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3957,7 +3957,7 @@ "fields": { "name": "Figurine of Wondrous Power (Ebony Fly)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3976,7 +3976,7 @@ "fields": { "name": "Figurine of Wondrous Power (Golden Lions)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Golden Lions (Rare)_**. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3995,7 +3995,7 @@ "fields": { "name": "Figurine of Wondrous Power (Ivory Goats)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ivory Goats (Rare_**.These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\\n\\n* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\\n* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\\n* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4014,7 +4014,7 @@ "fields": { "name": "Figurine of Wondrous Power (Marble Elephant)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4033,7 +4033,7 @@ "fields": { "name": "Figurine of Wondrous Power (Obsidian Steed)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Obsidian Steed (Very Rare)_**. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\\n\\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4052,7 +4052,7 @@ "fields": { "name": "Figurine of Wondrous Power (Onyx Dog)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Onyx Dog (Rare)_**. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4071,7 +4071,7 @@ "fields": { "name": "Figurine of Wondrous Power (Serpentine Owl)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Serpentine Owl (Rare)_**. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4090,7 +4090,7 @@ "fields": { "name": "Figurine of Wondrous Power (Silver Raven)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4109,7 +4109,7 @@ "fields": { "name": "Fishing Tackle", "desc": "This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -4128,7 +4128,7 @@ "fields": { "name": "Flail", "desc": "A flail.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -4147,7 +4147,7 @@ "fields": { "name": "Flail (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4166,7 +4166,7 @@ "fields": { "name": "Flail (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4185,7 +4185,7 @@ "fields": { "name": "Flail (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4204,7 +4204,7 @@ "fields": { "name": "Flame Tongue (Greatsword)", "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4223,7 +4223,7 @@ "fields": { "name": "Flame Tongue (Longsword)", "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4242,7 +4242,7 @@ "fields": { "name": "Flame Tongue (Rapier)", "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4261,7 +4261,7 @@ "fields": { "name": "Flame Tongue (Shortsword)", "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4280,7 +4280,7 @@ "fields": { "name": "Flask or tankard", "desc": "For drinking. Capacity: 1 pint liquid.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -4299,7 +4299,7 @@ "fields": { "name": "Flute", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -4318,7 +4318,7 @@ "fields": { "name": "Folding Boat", "desc": "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.\r\n\r\nOne command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.\r\n\r\nThe second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.\r\n\r\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.\r\n\r\nThe third command word causes the _folding boat_ to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4337,7 +4337,7 @@ "fields": { "name": "Forgery kit", "desc": "This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. \\n\\nProficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -4356,7 +4356,7 @@ "fields": { "name": "Frost Brand (Greatsword)", "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4375,7 +4375,7 @@ "fields": { "name": "Frost Brand (Longsword)", "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4394,7 +4394,7 @@ "fields": { "name": "Frost Brand (Rapier)", "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4413,7 +4413,7 @@ "fields": { "name": "Frost Brand (Shortsword)", "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4432,7 +4432,7 @@ "fields": { "name": "Galley", "desc": "A waterborne vehicle. Speed 4 mph", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4451,7 +4451,7 @@ "fields": { "name": "Gauntlets of Ogre Power", "desc": "Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4470,7 +4470,7 @@ "fields": { "name": "Gem of Brightness", "desc": "This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:\r\n\r\n* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.\r\n* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30* foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.\r\n\r\nWhen all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4489,7 +4489,7 @@ "fields": { "name": "Gem of Seeing", "desc": "This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.\r\n\r\nThe gem regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4508,7 +4508,7 @@ "fields": { "name": "Giant Slayer (Battleaxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4527,7 +4527,7 @@ "fields": { "name": "Giant Slayer (Greataxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4546,7 +4546,7 @@ "fields": { "name": "Giant Slayer (Greatsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4565,7 +4565,7 @@ "fields": { "name": "Giant Slayer (Handaxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4584,7 +4584,7 @@ "fields": { "name": "Giant Slayer (Longsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4603,7 +4603,7 @@ "fields": { "name": "Giant Slayer (Rapier)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4622,7 +4622,7 @@ "fields": { "name": "Giant Slayer (Shortsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4641,7 +4641,7 @@ "fields": { "name": "Glaive", "desc": "A glaive.", - "size": 1, + "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -4660,7 +4660,7 @@ "fields": { "name": "Glaive (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4679,7 +4679,7 @@ "fields": { "name": "Glaive (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4698,7 +4698,7 @@ "fields": { "name": "Glaive (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4717,7 +4717,7 @@ "fields": { "name": "Glamoured Studded Leather", "desc": "While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4736,7 +4736,7 @@ "fields": { "name": "Glassblower's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -4755,7 +4755,7 @@ "fields": { "name": "Gloves of Missile Snaring", "desc": "These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4774,7 +4774,7 @@ "fields": { "name": "Gloves of Swimming and Climbing", "desc": "While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4793,7 +4793,7 @@ "fields": { "name": "Goat", "desc": "One goat.", - "size": 3, + "size_integer": 3, "weight": "75.000", "armor_class": 10, "hit_points": 4, @@ -4812,7 +4812,7 @@ "fields": { "name": "Goggles of Night", "desc": "While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4831,7 +4831,7 @@ "fields": { "name": "Gold Piece", "desc": "With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.", - "size": 1, + "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -4850,7 +4850,7 @@ "fields": { "name": "Grappling hook", "desc": "A grappling hook.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -4869,7 +4869,7 @@ "fields": { "name": "Greataxe", "desc": "A greataxe.", - "size": 1, + "size_integer": 1, "weight": "7.000", "armor_class": 0, "hit_points": 0, @@ -4888,7 +4888,7 @@ "fields": { "name": "Greataxe (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4907,7 +4907,7 @@ "fields": { "name": "Greataxe (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4926,7 +4926,7 @@ "fields": { "name": "Greataxe (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4945,7 +4945,7 @@ "fields": { "name": "Greatclub", "desc": "A greatclub.", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -4964,7 +4964,7 @@ "fields": { "name": "Greatclub (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4983,7 +4983,7 @@ "fields": { "name": "Greatclub (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5002,7 +5002,7 @@ "fields": { "name": "Greatclub (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5021,7 +5021,7 @@ "fields": { "name": "Greatsword", "desc": "A great sword.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5040,7 +5040,7 @@ "fields": { "name": "Greatsword (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5059,7 +5059,7 @@ "fields": { "name": "Greatsword (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5078,7 +5078,7 @@ "fields": { "name": "Greatsword (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5097,7 +5097,7 @@ "fields": { "name": "Halberd", "desc": "A halberd.", - "size": 1, + "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -5116,7 +5116,7 @@ "fields": { "name": "Halberd (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5135,7 +5135,7 @@ "fields": { "name": "Halberd (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5154,7 +5154,7 @@ "fields": { "name": "Halberd (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5173,7 +5173,7 @@ "fields": { "name": "Half plate", "desc": "Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.", - "size": 1, + "size_integer": 1, "weight": "40.000", "armor_class": 0, "hit_points": 0, @@ -5192,7 +5192,7 @@ "fields": { "name": "Hammer", "desc": "A hammer.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -5211,7 +5211,7 @@ "fields": { "name": "Hammer of Thunderbolts", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\n**_Giant's Bane (Requires Attunement)_**. You must be wearing a _belt of giant strength_ (any variety) and _gauntlets of ogre power_ to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.\n\nThe hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5230,7 +5230,7 @@ "fields": { "name": "Hammer, sledge", "desc": "A sledgehammer", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -5249,7 +5249,7 @@ "fields": { "name": "Handaxe", "desc": "A handaxe.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -5268,7 +5268,7 @@ "fields": { "name": "Handaxe (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5287,7 +5287,7 @@ "fields": { "name": "Handaxe (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5306,7 +5306,7 @@ "fields": { "name": "Handaxe (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5325,7 +5325,7 @@ "fields": { "name": "Handy Haversack", "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.\r\n\r\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.\r\n\r\nThe haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.\r\n\r\nPlacing the haversack inside an extradimensional space created by a _bag of holding_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5344,7 +5344,7 @@ "fields": { "name": "Hat of Disguise", "desc": "While wearing this hat, you can use an action to cast the _disguise self_ spell from it at will. The spell ends if the hat is removed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5363,7 +5363,7 @@ "fields": { "name": "Headband of Intellect", "desc": "Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5382,7 +5382,7 @@ "fields": { "name": "Healer's Kit", "desc": "This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -5401,7 +5401,7 @@ "fields": { "name": "Helm of Brilliance", "desc": "This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.\r\n\r\nYou gain the following benefits while wearing it:\r\n\r\n* You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: _daylight_ (opal), _fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is destroyed when the spell is cast and disappears from the helm.\r\n* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.\r\n* As long as the helm has at least one ruby, you have resistance to fire damage.\r\n* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.\r\n\r\nRoll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5420,7 +5420,7 @@ "fields": { "name": "Helm of Comprehending Languages", "desc": "While wearing this helm, you can use an action to cast the _comprehend languages_ spell from it at will.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5439,7 +5439,7 @@ "fields": { "name": "Helm of Telepathy", "desc": "While wearing this helm, you can use an action to cast the _detect thoughts_ spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues.\r\n\r\nWhile focusing on a creature with _detect thoughts_, you can use an action to cast the _suggestion_ spell (save DC 13) from the helm on that creature. Once used, the _suggestion_ property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5458,7 +5458,7 @@ "fields": { "name": "Helm of Teleportation", "desc": "This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _teleport_ spell from it. The helm regains 1d3\r\n\r\nexpended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5477,7 +5477,7 @@ "fields": { "name": "Herbalism Kit", "desc": "This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create\r\nantitoxin and potions of healing.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -5496,7 +5496,7 @@ "fields": { "name": "Hide Armor", "desc": "This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.", - "size": 1, + "size_integer": 1, "weight": "12.000", "armor_class": 0, "hit_points": 0, @@ -5515,7 +5515,7 @@ "fields": { "name": "Holy Avenger (Greatsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5534,7 +5534,7 @@ "fields": { "name": "Holy Avenger (Longsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5553,7 +5553,7 @@ "fields": { "name": "Holy Avenger (Rapier)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5572,7 +5572,7 @@ "fields": { "name": "Holy Avenger (Shortsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5591,7 +5591,7 @@ "fields": { "name": "Holy Water (flask)", "desc": "As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.\\n\\nA cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-­‐‑level spell slot.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -5610,7 +5610,7 @@ "fields": { "name": "Horn", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -5629,7 +5629,7 @@ "fields": { "name": "Horn of Blasting", "desc": "You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.\r\n\r\nEach use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5648,7 +5648,7 @@ "fields": { "name": "Horn of Valhalla (Brass)", "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5667,7 +5667,7 @@ "fields": { "name": "Horn of Valhalla (Bronze)", "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5686,7 +5686,7 @@ "fields": { "name": "Horn of Valhalla (Iron)", "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5705,7 +5705,7 @@ "fields": { "name": "Horn of Valhalla (silver)", "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5724,7 +5724,7 @@ "fields": { "name": "Horseshoes of a Zephyr", "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5743,7 +5743,7 @@ "fields": { "name": "Horseshoes of Speed", "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5762,7 +5762,7 @@ "fields": { "name": "Hourglass", "desc": "An hourglass.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -5781,7 +5781,7 @@ "fields": { "name": "Hunting Trap", "desc": "When you use your action to set it, this trap forms a saw-­‐‑toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.", - "size": 1, + "size_integer": 1, "weight": "25.000", "armor_class": 0, "hit_points": 0, @@ -5800,7 +5800,7 @@ "fields": { "name": "Immovable Rod", "desc": "This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5819,7 +5819,7 @@ "fields": { "name": "Ink (1 ounce bottle)", "desc": "A bottle of ink.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5838,7 +5838,7 @@ "fields": { "name": "Ink pen", "desc": "A pen for writing with ink.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5857,7 +5857,7 @@ "fields": { "name": "Instant Fortress", "desc": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.\r\n\r\nThe fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the _knock_ spell and similar magic, such as that of a _chime of opening_.\r\n\r\nEach creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\r\n\r\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points,\r\n\r\nimmunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a _wish_ spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of _wish_ causes the roof, the door, or one wall to regain 50 hit points.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5876,7 +5876,7 @@ "fields": { "name": "Ioun Stone (Absorption)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\r\n\r\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\r\n\r\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\r\n\r\n**_Absorption (Very Rare)_**. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.\r\n\r\nOnce the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -5895,7 +5895,7 @@ "fields": { "name": "Ioun Stone (Agility)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Agility (Very Rare)._** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -5914,7 +5914,7 @@ "fields": { "name": "Ioun Stone (Awareness)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Awareness (Rare)._** You can't be surprised while this dark blue rhomboid orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -5933,7 +5933,7 @@ "fields": { "name": "Ioun Stone (Absorption)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -5952,7 +5952,7 @@ "fields": { "name": "Ioun Stone (Greater Absorption)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Greater Absorption (Legendary)._** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\\n\\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -5971,7 +5971,7 @@ "fields": { "name": "Ioun Stone (Insight)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Insight (Very Rare)._** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -5990,7 +5990,7 @@ "fields": { "name": "Ioun Stone (Intellect)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Intellect (Very Rare)._** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6009,7 +6009,7 @@ "fields": { "name": "Ioun Stone (Leadership)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Leadership (Very Rare)._** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6028,7 +6028,7 @@ "fields": { "name": "Ioun Stone (Mastery)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Mastery (Legendary)._** Your proficiency bonus increases by 1 while this pale green prism orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6047,7 +6047,7 @@ "fields": { "name": "Ioun Stone (Protection)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6066,7 +6066,7 @@ "fields": { "name": "Ioun Stone (Regeneration)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6085,7 +6085,7 @@ "fields": { "name": "Ioun Stone (Reserve)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Reserve (Rare)._** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\\n\\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\\n\\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6104,7 +6104,7 @@ "fields": { "name": "Ioun Stone (Strength)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Strength (Very Rare)._** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6123,7 +6123,7 @@ "fields": { "name": "Ioun Stone (Sustenance)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Sustenance (Rare)._** You don't need to eat or drink while this clear spindle orbits your head.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6142,7 +6142,7 @@ "fields": { "name": "Iron Bands of Binding", "desc": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.\r\n\r\nMake a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.\r\n\r\nA creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.\r\n\r\nOnce the bands are used, they can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6161,7 +6161,7 @@ "fields": { "name": "Iron Flask", "desc": "This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.\r\n\r\nYou can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\r\n\r\nAn _identify_ spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.\r\n\r\n| d100 | Contents |\r\n|-------|-------------------|\r\n| 1-50 | Empty |\r\n| 51-54 | Demon (type 1) |\r\n| 55-58 | Demon (type 2) |\r\n| 59-62 | Demon (type 3) |\r\n| 63-64 | Demon (type 4) |\r\n| 65 | Demon (type 5) |\r\n| 66 | Demon (type 6) |\r\n| 67 | Deva |\r\n| 68-69 | Devil (greater) |\r\n| 70-73 | Devil (lesser) |\r\n| 74-75 | Djinni |\r\n| 76-77 | Efreeti |\r\n| 78-83 | Elemental (any) |\r\n| 84-86 | Invisible stalker |\r\n| 87-90 | Night hag |\r\n| 91 | Planetar |\r\n| 92-95 | Salamander |\r\n| 96 | Solar |\r\n| 97-99 | Succubus/incubus |\r\n| 100 | Xorn |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6180,7 +6180,7 @@ "fields": { "name": "Javelin", "desc": "A javelin", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6199,7 +6199,7 @@ "fields": { "name": "Javelin (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6218,7 +6218,7 @@ "fields": { "name": "Javelin (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6237,7 +6237,7 @@ "fields": { "name": "Javelin (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6256,7 +6256,7 @@ "fields": { "name": "Javelin of Lightning", "desc": "This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.\n\nThe javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6275,7 +6275,7 @@ "fields": { "name": "Jeweler's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6294,7 +6294,7 @@ "fields": { "name": "Jug or pitcher", "desc": "For drinking a lot. Capacity: 1 gallon liquid.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -6313,7 +6313,7 @@ "fields": { "name": "Keelboat", "desc": "Waterborne vehicle. Speed is 1mph.", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6332,7 +6332,7 @@ "fields": { "name": "Ladder (10-foot)", "desc": "A 10 foot ladder.", - "size": 1, + "size_integer": 1, "weight": "25.000", "armor_class": 0, "hit_points": 0, @@ -6351,7 +6351,7 @@ "fields": { "name": "Lamp", "desc": "A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -6370,7 +6370,7 @@ "fields": { "name": "Lamp oil (flask)", "desc": "Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-­foot‑square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -6389,7 +6389,7 @@ "fields": { "name": "Lance", "desc": "A lance.\r\n\r\nYou have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.", - "size": 1, + "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -6408,7 +6408,7 @@ "fields": { "name": "Lance (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6427,7 +6427,7 @@ "fields": { "name": "Lance (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6446,7 +6446,7 @@ "fields": { "name": "Lance (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6465,7 +6465,7 @@ "fields": { "name": "Lantern, Bullseye", "desc": "A bullseye lantern casts bright light in a 60-­‐‑foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6484,7 +6484,7 @@ "fields": { "name": "Lantern, Hooded", "desc": "A hooded lantern casts bright light in a 30-­‐‑foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-­‐‑foot radius.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6503,7 +6503,7 @@ "fields": { "name": "Lantern of Revealing", "desc": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6522,7 +6522,7 @@ "fields": { "name": "Leather Armor", "desc": "The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -6541,7 +6541,7 @@ "fields": { "name": "Leatherworker's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -6560,7 +6560,7 @@ "fields": { "name": "Light hammer", "desc": "A light hammer.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6579,7 +6579,7 @@ "fields": { "name": "Light-Hammer (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6598,7 +6598,7 @@ "fields": { "name": "Light-Hammer (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6617,7 +6617,7 @@ "fields": { "name": "Light-Hammer (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6636,7 +6636,7 @@ "fields": { "name": "Lock", "desc": "A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -6655,7 +6655,7 @@ "fields": { "name": "Longbow", "desc": "A longbow.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6674,7 +6674,7 @@ "fields": { "name": "Longbow (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6693,7 +6693,7 @@ "fields": { "name": "Longbow (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6712,7 +6712,7 @@ "fields": { "name": "Longbow (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6731,7 +6731,7 @@ "fields": { "name": "Longship", "desc": "Waterborne vehicle. Speed 3mph.", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6750,7 +6750,7 @@ "fields": { "name": "Longsword", "desc": "A longsword", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -6769,7 +6769,7 @@ "fields": { "name": "Longsword (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6788,7 +6788,7 @@ "fields": { "name": "Longsword (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6807,7 +6807,7 @@ "fields": { "name": "Longsword (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6826,7 +6826,7 @@ "fields": { "name": "Luck Blade (Greatsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6845,7 +6845,7 @@ "fields": { "name": "Luck Blade (Longsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6864,7 +6864,7 @@ "fields": { "name": "Luck Blade (Rapier)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6883,7 +6883,7 @@ "fields": { "name": "Luck Blade (Shortsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6902,7 +6902,7 @@ "fields": { "name": "Lute", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6921,7 +6921,7 @@ "fields": { "name": "Lyre", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6940,7 +6940,7 @@ "fields": { "name": "Mace", "desc": "A mace.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -6959,7 +6959,7 @@ "fields": { "name": "Mace (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6978,7 +6978,7 @@ "fields": { "name": "Mace (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6997,7 +6997,7 @@ "fields": { "name": "Mace (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7016,7 +7016,7 @@ "fields": { "name": "Mace of Disruption", "desc": "When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.\n\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7035,7 +7035,7 @@ "fields": { "name": "Mace of Smiting", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.\n\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7054,7 +7054,7 @@ "fields": { "name": "Mace of Terror", "desc": "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\n\nThe mace regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7073,7 +7073,7 @@ "fields": { "name": "Magnifying Glass", "desc": "This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7092,7 +7092,7 @@ "fields": { "name": "Malice", "desc": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.\\n\\n**_Inhaled._** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7111,7 +7111,7 @@ "fields": { "name": "Manacles", "desc": "These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.", - "size": 1, + "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 15, @@ -7130,7 +7130,7 @@ "fields": { "name": "Mantle of Spell Resistance", "desc": "You have advantage on saving throws against spells while you wear this cloak.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7149,7 +7149,7 @@ "fields": { "name": "Manual of Bodily Health", "desc": "This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7168,7 +7168,7 @@ "fields": { "name": "Manual of Gainful Exercise", "desc": "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7187,7 +7187,7 @@ "fields": { "name": "Manual of Golems", "desc": "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a _manual of golems_ and attempts to read it takes 6d6 psychic damage.\r\n\r\n| d20 | Golem | Time | Cost |\r\n|-------|-------|----------|------------|\r\n| 1-5 | Clay | 30 days | 65,000 gp |\r\n| 6-17 | Flesh | 60 days | 50,000 gp |\r\n| 18 | Iron | 120 days | 100,000 gp |\r\n| 19-20 | Stone | 90 days | 80,000 gp |\r\n\r\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\r\n\r\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7206,7 +7206,7 @@ "fields": { "name": "Manual of Quickness of Action", "desc": "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7225,7 +7225,7 @@ "fields": { "name": "Marvelous Pigments", "desc": "Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.\r\n\r\nEach pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.\r\n\r\nWhen you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.\r\n\r\nNothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.\r\n\r\nIf you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7244,7 +7244,7 @@ "fields": { "name": "Mason's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -7263,7 +7263,7 @@ "fields": { "name": "Maul", "desc": "A maul.", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -7282,7 +7282,7 @@ "fields": { "name": "Maul (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7301,7 +7301,7 @@ "fields": { "name": "Maul (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7320,7 +7320,7 @@ "fields": { "name": "Maul (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7339,7 +7339,7 @@ "fields": { "name": "Medallion of Thoughts", "desc": "The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _detect thoughts_ spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7358,7 +7358,7 @@ "fields": { "name": "Mess Kit", "desc": "This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -7377,7 +7377,7 @@ "fields": { "name": "Midnight tears", "desc": "A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.\\n\\n **_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7396,7 +7396,7 @@ "fields": { "name": "Mirror of Life Trapping", "desc": "When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.\r\n\r\nIf the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.\r\n\r\nAny creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.\r\n\r\nAn extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.\r\n\r\nIf the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.\r\n\r\nWhile within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.\r\n\r\nIn a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7415,7 +7415,7 @@ "fields": { "name": "Mirror, steel", "desc": "A mirror.", - "size": 1, + "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, @@ -7434,7 +7434,7 @@ "fields": { "name": "Mithral Armor (Breastplate)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7453,7 +7453,7 @@ "fields": { "name": "Mithral Armor (Chain-Mail)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7472,7 +7472,7 @@ "fields": { "name": "Mithral Armor (Chain-Shirt)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7491,7 +7491,7 @@ "fields": { "name": "Mithral Armor (Half-Plate)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7510,7 +7510,7 @@ "fields": { "name": "Mithral Armor (Hide)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7529,7 +7529,7 @@ "fields": { "name": "Mithral Armor (Plate)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7548,7 +7548,7 @@ "fields": { "name": "Mithral Armor (Ring-Mail)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7567,7 +7567,7 @@ "fields": { "name": "Mithral Armor (Scale-Mail)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7586,7 +7586,7 @@ "fields": { "name": "Mithral Armor (Splint)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7605,7 +7605,7 @@ "fields": { "name": "Morningstar", "desc": "A morningstar", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -7624,7 +7624,7 @@ "fields": { "name": "Morningstar (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7643,7 +7643,7 @@ "fields": { "name": "Morningstar (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7662,7 +7662,7 @@ "fields": { "name": "Morningstar (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7681,7 +7681,7 @@ "fields": { "name": "Navigator's tools", "desc": "This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -7700,7 +7700,7 @@ "fields": { "name": "Necklace of Adaptation", "desc": "While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as _cloudkill_ and _stinking cloud_ effects, inhaled poisons, and the breath weapons of some dragons).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7719,7 +7719,7 @@ "fields": { "name": "Necklace of Fireballs", "desc": "This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level _fireball_ spell (save DC 15).\r\n\r\nYou can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the _fireball_ by 1 for each bead beyond the first.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7738,7 +7738,7 @@ "fields": { "name": "Necklace of Prayer Beads", "desc": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\r\n\r\nSix types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\r\n\r\n| d20 | Bead of... | Spell |\r\n|-------|--------------|-----------------------------------------------|\r\n| 1-6 | Blessing | Bless |\r\n| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration |\r\n| 13-16 | Favor | Greater restoration |\r\n| 17-18 | Smiting | Branding smite |\r\n| 19 | Summons | Planar ally |\r\n| 20 | Wind walking | Wind walk |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7757,7 +7757,7 @@ "fields": { "name": "Net", "desc": "A net.\r\n\r\nA Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.\r\n\r\nWhen you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -7776,7 +7776,7 @@ "fields": { "name": "Net (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7795,7 +7795,7 @@ "fields": { "name": "Net (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7814,7 +7814,7 @@ "fields": { "name": "Net (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7833,7 +7833,7 @@ "fields": { "name": "Nine Lives Stealer (Greatsword)", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7852,7 +7852,7 @@ "fields": { "name": "Nine Lives Stealer (Longsword)", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7871,7 +7871,7 @@ "fields": { "name": "Nine Lives Stealer (Rapier)", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7890,7 +7890,7 @@ "fields": { "name": "Nine Lives Stealer (Shortsword)", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7909,7 +7909,7 @@ "fields": { "name": "Oathbow", "desc": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\n\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.\n\nWhile your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7928,7 +7928,7 @@ "fields": { "name": "Oil of Etherealness", "desc": "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the _etherealness_ spell for 1 hour.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7947,7 +7947,7 @@ "fields": { "name": "Oil of Sharpness", "desc": "This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7966,7 +7966,7 @@ "fields": { "name": "Oil of Slipperiness", "desc": "This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a _freedom of movement_ spell for 8 hours.\n\nAlternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the _grease_ spell in that area for 8 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7985,7 +7985,7 @@ "fields": { "name": "Oil of taggit", "desc": "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.\\n\\n **_Contact._** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8004,7 +8004,7 @@ "fields": { "name": "Orb", "desc": "Can be used as an Arcane Focus.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -8023,7 +8023,7 @@ "fields": { "name": "Orb of Dragonkind", "desc": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\\n\\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\\n\\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\\n\\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\\n\\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\\n\\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\\n\\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\\n\\n* 2 minor beneficial properties\\n* 1 minor detrimental property\\n* 1 major detrimental property\\n\\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\\n\\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\\n\\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\\n\\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8042,7 +8042,7 @@ "fields": { "name": "Ox", "desc": "One ox.", - "size": 4, + "size_integer": 4, "weight": "1500.000", "armor_class": 10, "hit_points": 15, @@ -8061,7 +8061,7 @@ "fields": { "name": "Padded Armor", "desc": "Padded armor consists of quilted layers of cloth and batting.", - "size": 1, + "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -8080,7 +8080,7 @@ "fields": { "name": "Painter's Supplies", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -8099,7 +8099,7 @@ "fields": { "name": "Pale tincture", "desc": "A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. \\n\\n **_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8118,7 +8118,7 @@ "fields": { "name": "Pan flute", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -8137,7 +8137,7 @@ "fields": { "name": "Paper (one sheet)", "desc": "A sheet of paper", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8156,7 +8156,7 @@ "fields": { "name": "Parchment (one sheet)", "desc": "A sheet of parchment", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8175,7 +8175,7 @@ "fields": { "name": "Pearl of Power", "desc": "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8194,7 +8194,7 @@ "fields": { "name": "Perfume (vial)", "desc": "A vial of perfume.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8213,7 +8213,7 @@ "fields": { "name": "Periapt of Health", "desc": "You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8232,7 +8232,7 @@ "fields": { "name": "Periapt of Proof against Poison", "desc": "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8251,7 +8251,7 @@ "fields": { "name": "Periapt of Wound Closure", "desc": "While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8270,7 +8270,7 @@ "fields": { "name": "Philter of Love", "desc": "The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8289,7 +8289,7 @@ "fields": { "name": "Pick, miner's", "desc": "A pick for mining.", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -8308,7 +8308,7 @@ "fields": { "name": "Pig", "desc": "One pig.", - "size": 3, + "size_integer": 3, "weight": "400.000", "armor_class": 10, "hit_points": 4, @@ -8327,7 +8327,7 @@ "fields": { "name": "Pike", "desc": "A pike.", - "size": 1, + "size_integer": 1, "weight": "18.000", "armor_class": 0, "hit_points": 0, @@ -8346,7 +8346,7 @@ "fields": { "name": "Pike (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8365,7 +8365,7 @@ "fields": { "name": "Pike (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8384,7 +8384,7 @@ "fields": { "name": "Pike (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8403,7 +8403,7 @@ "fields": { "name": "Pipes of Haunting", "desc": "You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8422,7 +8422,7 @@ "fields": { "name": "Pipes of the Sewers", "desc": "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.\r\n\r\nThe pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.\r\n\r\nWhenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8441,7 +8441,7 @@ "fields": { "name": "Piton", "desc": "A piton for climbing.", - "size": 1, + "size_integer": 1, "weight": "0.250", "armor_class": 0, "hit_points": 0, @@ -8460,7 +8460,7 @@ "fields": { "name": "Plate Armor", "desc": "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.", - "size": 1, + "size_integer": 1, "weight": "65.000", "armor_class": 0, "hit_points": 0, @@ -8479,7 +8479,7 @@ "fields": { "name": "Plate Armor of Etherealness", "desc": "While you're wearing this armor, you can speak its command word as an action to gain the effect of the _etherealness_ spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8498,7 +8498,7 @@ "fields": { "name": "Playing card set", "desc": "This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-­‐‑Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8517,7 +8517,7 @@ "fields": { "name": "Poison, Basic", "desc": "You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8536,7 +8536,7 @@ "fields": { "name": "Poisoner's kit", "desc": "A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -8555,7 +8555,7 @@ "fields": { "name": "Pole (10-foot)", "desc": "A 10 foot pole.", - "size": 1, + "size_integer": 1, "weight": "7.000", "armor_class": 0, "hit_points": 0, @@ -8574,7 +8574,7 @@ "fields": { "name": "Portable Hole", "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\r\n\r\nYou can use an action to unfold a _portable hole_ and place it on or against a solid surface, whereupon the _portable hole_ creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open _portable hole_ can exit the hole by climbing out of it.\r\n\r\nYou can use an action to close a _portable hole_ by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.\r\n\r\nIf the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the _portable hole_ or the creature carrying it. A breathing creature within a closed _portable hole_ can survive for up to 10 minutes, after which time it begins to suffocate.\r\n\r\nPlacing a _portable hole_ inside an extradimensional space created by a _bag of holding_, _handy haversack_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8593,7 +8593,7 @@ "fields": { "name": "Pot, iron", "desc": "An iron pot. Capacity: 1 gallon liquid.", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -8612,7 +8612,7 @@ "fields": { "name": "Potion of Animal Friendship", "desc": "When you drink this potion, you can cast the _animal friendship_ spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8631,7 +8631,7 @@ "fields": { "name": "Potion of Clairvoyance", "desc": "When you drink this potion, you gain the effect of the _clairvoyance_ spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8650,7 +8650,7 @@ "fields": { "name": "Potion of Climbing", "desc": "When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8669,7 +8669,7 @@ "fields": { "name": "Potion of Cloud Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8688,7 +8688,7 @@ "fields": { "name": "Potion of Diminution", "desc": "When you drink this potion, you gain the \"reduce\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8707,7 +8707,7 @@ "fields": { "name": "Potion of Fire Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8726,7 +8726,7 @@ "fields": { "name": "Potion of Flying", "desc": "When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8745,7 +8745,7 @@ "fields": { "name": "Potion of Frost Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8764,7 +8764,7 @@ "fields": { "name": "Potion of Gaseous Form", "desc": "When you drink this potion, you gain the effect of the _gaseous form_ spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8783,7 +8783,7 @@ "fields": { "name": "Potion of Greater Healing", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8802,7 +8802,7 @@ "fields": { "name": "Potion of Growth", "desc": "When you drink this potion, you gain the \"enlarge\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8821,7 +8821,7 @@ "fields": { "name": "Potion of Healing", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", - "size": 1, + "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, @@ -8840,7 +8840,7 @@ "fields": { "name": "Potion of Heroism", "desc": "For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the _bless_ spell (no concentration required). This blue potion bubbles and steams as if boiling.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8859,7 +8859,7 @@ "fields": { "name": "Potion of Hill Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8878,7 +8878,7 @@ "fields": { "name": "Potion of Invisibility", "desc": "This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8897,7 +8897,7 @@ "fields": { "name": "Potion of Mind Reading", "desc": "When you drink this potion, you gain the effect of the _detect thoughts_ spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8916,7 +8916,7 @@ "fields": { "name": "Potion of Poison", "desc": "This concoction looks, smells, and tastes like a _potion of healing_ or other beneficial potion. However, it is actually poison masked by illusion magic. An _identify_ spell reveals its true nature.\n\nIf you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8935,7 +8935,7 @@ "fields": { "name": "Potion of Resistance", "desc": "When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8954,7 +8954,7 @@ "fields": { "name": "Potion of Speed", "desc": "When you drink this potion, you gain the effect of the _haste_ spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8973,7 +8973,7 @@ "fields": { "name": "Potion of Stone Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8992,7 +8992,7 @@ "fields": { "name": "Potion of Storm Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9011,7 +9011,7 @@ "fields": { "name": "Potion of Superior Healing", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9030,7 +9030,7 @@ "fields": { "name": "Potion of Supreme Healing", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9049,7 +9049,7 @@ "fields": { "name": "Potion of Water Breathing", "desc": "You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9068,7 +9068,7 @@ "fields": { "name": "Potter's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -9087,7 +9087,7 @@ "fields": { "name": "Pouch", "desc": "A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).\r\nCapacity: 1/5 cubic foot/6 pounds of gear.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -9106,7 +9106,7 @@ "fields": { "name": "Platinum Piece", "desc": "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", - "size": 1, + "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -9125,7 +9125,7 @@ "fields": { "name": "Purple worm poison", "desc": "This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.\r\n\\n\\n\r\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9144,7 +9144,7 @@ "fields": { "name": "Quarterstaff (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9163,7 +9163,7 @@ "fields": { "name": "Quarterstaff (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9182,7 +9182,7 @@ "fields": { "name": "Quarterstaff (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9201,7 +9201,7 @@ "fields": { "name": "Quarterstaff", "desc": "A quarterstaff.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -9220,7 +9220,7 @@ "fields": { "name": "Quiver", "desc": "A quiver can hold up to 20 arrows.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -9239,7 +9239,7 @@ "fields": { "name": "Ram, Portable", "desc": "You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.", - "size": 1, + "size_integer": 1, "weight": "35.000", "armor_class": 0, "hit_points": 0, @@ -9258,7 +9258,7 @@ "fields": { "name": "Rapier", "desc": "A rapier.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -9277,7 +9277,7 @@ "fields": { "name": "Rapier (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9296,7 +9296,7 @@ "fields": { "name": "Rapier (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9315,7 +9315,7 @@ "fields": { "name": "Rapier (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9334,7 +9334,7 @@ "fields": { "name": "Rations (1 day)", "desc": "Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -9353,7 +9353,7 @@ "fields": { "name": "Reliquary", "desc": "Can be used as a holy symbol.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -9372,7 +9372,7 @@ "fields": { "name": "Restorative Ointment", "desc": "This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.\r\n\r\nAs an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9391,7 +9391,7 @@ "fields": { "name": "Ring mail", "desc": "This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.", - "size": 1, + "size_integer": 1, "weight": "40.000", "armor_class": 0, "hit_points": 0, @@ -9410,7 +9410,7 @@ "fields": { "name": "Ring of Animal Influence", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:\n\n* _Animal friendship_ (save DC 13)\n* _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower\n* _Speak with animals_", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9429,7 +9429,7 @@ "fields": { "name": "Ring of Djinni Summoning", "desc": "While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.\n\nWhile summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.\n\nAfter the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9448,7 +9448,7 @@ "fields": { "name": "Ring of Elemental Command", "desc": "This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.\n\nWhile wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.\n\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\n\n**_Ring of Air Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.\n\nIf you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to lightning damage.\n* You have a flying speed equal to your walking speed and can hover.\n* You can cast the following spells from the ring, expending the necessary number of charges: _chain lightning_ (3 charges), _gust of wind_ (2 charges), or _wind wall_ (1 charge).\n\n**_Ring of Earth Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.\n\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to acid damage.\n* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.\n* You can cast the following spells from the ring, expending the necessary number of charges: _stone shape_ (2 charges), _stoneskin_ (3 charges), or _wall of stone_ (3 charges).\n\n**_Ring of Fire Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.\n\nIf you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You are immune to fire damage.\n* You can cast the following spells from the ring, expending the necessary number of charges: _burning hands_ (1 charge), _fireball_ (2 charges), and _wall of fire_ (3 charges).\n\n**_Ring of Water Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.\n\nIf you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You can breathe underwater and have a swimming speed equal to your walking speed.\n* You can cast the following spells from the ring, expending the necessary number of charges: _create or destroy water_ (1 charge), _control water_ (3 charges), _ice storm_ (2 charges), or _wall of ice_ (3 charges).", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9467,7 +9467,7 @@ "fields": { "name": "Ring of Evasion", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9486,7 +9486,7 @@ "fields": { "name": "Ring of Feather Falling", "desc": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9505,7 +9505,7 @@ "fields": { "name": "Ring of Free Action", "desc": "While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9524,7 +9524,7 @@ "fields": { "name": "Ring of Invisibility", "desc": "While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9543,7 +9543,7 @@ "fields": { "name": "Ring of Jumping", "desc": "While wearing this ring, you can cast the _jump_ spell from it as a bonus action at will, but can target only yourself when you do so.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9562,7 +9562,7 @@ "fields": { "name": "Ring of Mind Shielding", "desc": "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.\n\nYou can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.\n\nIf you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9581,7 +9581,7 @@ "fields": { "name": "Ring of Protection", "desc": "You gain a +1 bonus to AC and saving throws while wearing this ring.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9600,7 +9600,7 @@ "fields": { "name": "Ring of Regeneration", "desc": "While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9619,7 +9619,7 @@ "fields": { "name": "Ring of Resistance", "desc": "You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.\n\n| d10 | Damage Type | Gem |\n|-----|-------------|------------|\n| 1 | Acid | Pearl |\n| 2 | Cold | Tourmaline |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Jet |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Jade |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9638,7 +9638,7 @@ "fields": { "name": "Ring of Shooting Stars", "desc": "While wearing this ring in dim light or darkness, you can cast _dancing lights_ and _light_ from the ring at will. Casting either spell from the ring requires an action.\n\nThe ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.\n\n**_Faerie Fire_**. You can expend 1 charge as an action to cast _faerie fire_ from the ring.\n\n**_Ball Lightning_**. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.\n\nEach sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.\n\nAs a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.\n\n| Spheres | Lightning Damage |\n|---------|------------------|\n| 4 | 2d4 |\n| 3 | 2d6 |\n| 2 | 5d4 |\n| 1 | 4d12 |\n\n**_Shooting Stars_**. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9657,7 +9657,7 @@ "fields": { "name": "Ring of Spell Storing", "desc": "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9676,7 +9676,7 @@ "fields": { "name": "Ring of Spell Turning", "desc": "While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9695,7 +9695,7 @@ "fields": { "name": "Ring of Swimming", "desc": "You have a swimming speed of 40 feet while wearing this ring.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9714,7 +9714,7 @@ "fields": { "name": "Ring of Telekinesis", "desc": "While wearing this ring, you can cast the _telekinesis_ spell at will, but you can target only objects that aren't being worn or carried.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9733,7 +9733,7 @@ "fields": { "name": "Ring of the Ram", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.\n\nAlternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9752,7 +9752,7 @@ "fields": { "name": "Ring of Three Wishes", "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the _wish_ spell from it. The ring becomes nonmagical when you use the last charge.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9771,7 +9771,7 @@ "fields": { "name": "Ring of Warmth", "desc": "While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9790,7 +9790,7 @@ "fields": { "name": "Ring of Water Walking", "desc": "While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9809,7 +9809,7 @@ "fields": { "name": "Ring of X-ray Vision", "desc": "While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\n\nWhenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9828,7 +9828,7 @@ "fields": { "name": "Robe of Eyes", "desc": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\r\n\r\n* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.\r\n* You have darkvision out to a range of 120 feet.\r\n* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.\r\n\r\nThe eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.\r\n\r\nA _light_ spell cast on the robe or a _daylight_ spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for _light_ or DC 15 for _daylight_), ending the blindness on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9847,7 +9847,7 @@ "fields": { "name": "Robe of Scintillating Colors", "desc": "This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9866,7 +9866,7 @@ "fields": { "name": "Robe of Stars", "desc": "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\r\n\r\nSix stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast _magic missile_ as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.\r\n\r\nWhile you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9885,7 +9885,7 @@ "fields": { "name": "Robe of the Archmagi", "desc": "This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a _robe of the archmagi_ that doesn't correspond to your alignment.\r\n\r\nYou gain these benefits while wearing the robe:\r\n\r\n* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\r\n* You have advantage on saving throws against spells and other magical effects.\r\n* Your spell save DC and spell attack bonus each increase by 2.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9904,7 +9904,7 @@ "fields": { "name": "Robe of Useful Items", "desc": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\r\n\r\nThe robe has two of each of the following patches:\r\n\r\n* Dagger\r\n* Bullseye lantern (filled and lit)\r\n* Steel mirror\r\n* 10-foot pole\r\n* Hempen rope (50 feet, coiled)\r\n* Sack\r\n\r\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.\r\n\r\n| d100 | Patch |\r\n|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-08 | Bag of 100 gp |\r\n| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |\r\n| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |\r\n| 23-30 | 10 gems worth 100 gp each |\r\n| 31-44 | Wooden ladder (24 feet long) |\r\n| 45-51 | A riding horse with saddle bags |\r\n| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |\r\n| 60-68 | 4 potions of healing |\r\n| 69-75 | Rowboat (12 feet long) |\r\n| 76-83 | Spell scroll containing one spell of 1st to 3rd level |\r\n| 84-90 | 2 mastiffs |\r\n| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |\r\n| 97-100 | Portable ram |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9923,7 +9923,7 @@ "fields": { "name": "Robes", "desc": "Robes, for wearing.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -9942,7 +9942,7 @@ "fields": { "name": "Rod", "desc": "Can be used as an arcane focus.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9961,7 +9961,7 @@ "fields": { "name": "Rod of Absorption", "desc": "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\n\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9980,7 +9980,7 @@ "fields": { "name": "Rod of Alertness", "desc": "This rod has a flanged head and the following properties.\n\n**_Alertness_**. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.\n\n**_Spells_**. While holding the rod, you can use an action to cast one of the following spells from it: _detect evil and good_, _detect magic_, _detect poison and disease_, or _see invisibility._\n\n**_Protective Aura_**. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.\n\nThe rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9999,7 +9999,7 @@ "fields": { "name": "Rod of Lordly Might", "desc": "This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\n\n**_Six Buttons_**. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.\n\nIf you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head.\n\nIf you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\n\nIf you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n\nIf you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\n\n**_Drain Life_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.\n\n**_Paralyze_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.\n\n**_Terrify_**. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10018,7 +10018,7 @@ "fields": { "name": "Rod of Rulership", "desc": "You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10037,7 +10037,7 @@ "fields": { "name": "Rod of Security", "desc": "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\n\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\n\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10056,7 +10056,7 @@ "fields": { "name": "Rope, hempen (50 feet)", "desc": "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 2, @@ -10075,7 +10075,7 @@ "fields": { "name": "Rope of Climbing", "desc": "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\r\n\r\nIf you tell the rope to knot, large knots appear at 1* foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10094,7 +10094,7 @@ "fields": { "name": "Rope of Entanglement", "desc": "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.\r\n\r\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10113,7 +10113,7 @@ "fields": { "name": "Rope, silk (50 feet)", "desc": "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -10132,7 +10132,7 @@ "fields": { "name": "Rowboat", "desc": "Waterborne vehicle. Speed 1.5mph", - "size": 4, + "size_integer": 4, "weight": "100.000", "armor_class": 0, "hit_points": 0, @@ -10151,7 +10151,7 @@ "fields": { "name": "Sack", "desc": "A sack. Capacity: 1 cubic foot/30 pounds of gear.", - "size": 1, + "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, @@ -10170,7 +10170,7 @@ "fields": { "name": "Sailing Ship", "desc": "Waterborne vehicle. Speed 2mph", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10189,7 +10189,7 @@ "fields": { "name": "Scale mail", "desc": "This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.", - "size": 1, + "size_integer": 1, "weight": "45.000", "armor_class": 0, "hit_points": 0, @@ -10208,7 +10208,7 @@ "fields": { "name": "Scale, Merchant's", "desc": "A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -10227,7 +10227,7 @@ "fields": { "name": "Scarab of Protection", "desc": "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\r\n\r\n* You have advantage on saving throws against spells.\r\n* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10246,7 +10246,7 @@ "fields": { "name": "Scimitar", "desc": "A scimitar.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -10265,7 +10265,7 @@ "fields": { "name": "Scimitar (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10284,7 +10284,7 @@ "fields": { "name": "Scimitar (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10303,7 +10303,7 @@ "fields": { "name": "Scimitar (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10322,7 +10322,7 @@ "fields": { "name": "Scimitar of Speed", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10341,7 +10341,7 @@ "fields": { "name": "Sealing wax", "desc": "For sealing written letters.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10360,7 +10360,7 @@ "fields": { "name": "Serpent venom", "desc": "This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.\r\n\\n\\n\r\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10379,7 +10379,7 @@ "fields": { "name": "Shawm", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -10398,7 +10398,7 @@ "fields": { "name": "Sheep", "desc": "One sheep.", - "size": 3, + "size_integer": 3, "weight": "75.000", "armor_class": 10, "hit_points": 4, @@ -10417,7 +10417,7 @@ "fields": { "name": "Shield", "desc": "A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.", - "size": 1, + "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -10436,7 +10436,7 @@ "fields": { "name": "Shield of Missile Attraction", "desc": "While holding this shield, you have resistance to damage from ranged weapon attacks.\n\n**_Curse_**. This shield is cursed. Attuning to it curses you until you are targeted by the _remove curse_ spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10455,7 +10455,7 @@ "fields": { "name": "Shortbow", "desc": "A shortbow", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -10474,7 +10474,7 @@ "fields": { "name": "Shortbow (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10493,7 +10493,7 @@ "fields": { "name": "Shortbow (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10512,7 +10512,7 @@ "fields": { "name": "Shortbow (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10531,7 +10531,7 @@ "fields": { "name": "Shortsword", "desc": "A short sword.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -10550,7 +10550,7 @@ "fields": { "name": "Shortsword (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10569,7 +10569,7 @@ "fields": { "name": "Shortsword (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10588,7 +10588,7 @@ "fields": { "name": "Shortsword (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10607,7 +10607,7 @@ "fields": { "name": "Shovel", "desc": "A shovel.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -10626,7 +10626,7 @@ "fields": { "name": "Sickle", "desc": "A sickle.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -10645,7 +10645,7 @@ "fields": { "name": "Sickle (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10664,7 +10664,7 @@ "fields": { "name": "Sickle (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10683,7 +10683,7 @@ "fields": { "name": "Sickle (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10702,7 +10702,7 @@ "fields": { "name": "Signal whistle", "desc": "For signalling.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10721,7 +10721,7 @@ "fields": { "name": "Signet Ring", "desc": "A ring with a signet on it.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10740,7 +10740,7 @@ "fields": { "name": "Sled", "desc": "Drawn vehicle", - "size": 4, + "size_integer": 4, "weight": "300.000", "armor_class": 0, "hit_points": 0, @@ -10759,7 +10759,7 @@ "fields": { "name": "Sling", "desc": "A sling.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10778,7 +10778,7 @@ "fields": { "name": "Sling (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10797,7 +10797,7 @@ "fields": { "name": "Sling (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10816,7 +10816,7 @@ "fields": { "name": "Sling (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10835,7 +10835,7 @@ "fields": { "name": "Sling bullets", "desc": "Technically their cost is 20 for 4cp.", - "size": 1, + "size_integer": 1, "weight": "0.075", "armor_class": 0, "hit_points": 0, @@ -10854,7 +10854,7 @@ "fields": { "name": "Slippers of Spider Climbing", "desc": "While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10873,7 +10873,7 @@ "fields": { "name": "Smith's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -10892,7 +10892,7 @@ "fields": { "name": "Soap", "desc": "For cleaning.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10911,7 +10911,7 @@ "fields": { "name": "Sovereign Glue", "desc": "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces.\r\n\r\nOne ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10930,7 +10930,7 @@ "fields": { "name": "Silver Piece", "desc": "One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn.", - "size": 1, + "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -10949,7 +10949,7 @@ "fields": { "name": "Spear", "desc": "A spear.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -10968,7 +10968,7 @@ "fields": { "name": "Spear (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10987,7 +10987,7 @@ "fields": { "name": "Spear (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11006,7 +11006,7 @@ "fields": { "name": "Spear (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11025,7 +11025,7 @@ "fields": { "name": "Spell Scroll (1st Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11044,7 +11044,7 @@ "fields": { "name": "Spell Scroll (2nd Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11063,7 +11063,7 @@ "fields": { "name": "Spell Scroll (3rd Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11082,7 +11082,7 @@ "fields": { "name": "Spell Scroll (4th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11101,7 +11101,7 @@ "fields": { "name": "Spell Scroll (5th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11120,7 +11120,7 @@ "fields": { "name": "Spell Scroll (6th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11139,7 +11139,7 @@ "fields": { "name": "Spell Scroll (7th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11158,7 +11158,7 @@ "fields": { "name": "Spell Scroll (8th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11177,7 +11177,7 @@ "fields": { "name": "Spell Scroll (9th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11196,7 +11196,7 @@ "fields": { "name": "Spell Scroll (Cantrip)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11215,7 +11215,7 @@ "fields": { "name": "Spellbook", "desc": "Essential for wizards, a spellbook is a leather-­‐‑bound tome with 100 blank vellum pages suitable for recording spells.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -11234,7 +11234,7 @@ "fields": { "name": "Spellguard Shield", "desc": "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11253,7 +11253,7 @@ "fields": { "name": "Sphere of Annihilation", "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\r\n\r\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\r\n\r\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\r\n\r\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\r\n\r\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\r\n\r\n| d100 | Result |\r\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-50 | The sphere is destroyed. |\r\n| 51-85 | The sphere moves through the portal or into the extradimensional space. |\r\n| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11272,7 +11272,7 @@ "fields": { "name": "Spike, iron", "desc": "An iron spike.", - "size": 1, + "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, @@ -11291,7 +11291,7 @@ "fields": { "name": "Splint Armor", "desc": "This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.", - "size": 1, + "size_integer": 1, "weight": "60.000", "armor_class": 0, "hit_points": 0, @@ -11310,7 +11310,7 @@ "fields": { "name": "Sprig of mistletoe", "desc": "A sprig of mistletoe that can be used as a druidic focus.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11329,7 +11329,7 @@ "fields": { "name": "Spyglass", "desc": "Objects viewed through a spyglass are magnified to twice their size.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -11348,7 +11348,7 @@ "fields": { "name": "Staff", "desc": "Can be used as an arcane focus.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -11367,7 +11367,7 @@ "fields": { "name": "Staff of Charming", "desc": "While holding this staff, you can use an action to expend 1 of its 10 charges to cast _charm person_, _command_, _or comprehend languages_ from it using your spell save DC. The staff can also be used as a magic quarterstaff.\n\nIf you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\n\nThe staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11386,7 +11386,7 @@ "fields": { "name": "Staff of Fire", "desc": "You have resistance to fire damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _burning hands_ (1 charge), _fireball_ (3 charges), or _wall of fire_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11405,7 +11405,7 @@ "fields": { "name": "Staff of Frost", "desc": "You have resistance to cold damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _cone of cold_ (5 charges), _fog cloud_ (1 charge), _ice storm_ (4 charges), or _wall of ice_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11424,7 +11424,7 @@ "fields": { "name": "Staff of Healing", "desc": "This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th), _lesser restoration_ (2 charges), or _mass cure wounds_ (5 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11443,7 +11443,7 @@ "fields": { "name": "Staff of Power", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\n\nThe staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.\n\n**_Power Strike_**. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.\n\n**_Spells_**. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: _cone of cold_ (5 charges), _fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges), _hold monster_ (5 charges), _levitate_ (2 charges), _lightning bolt_ (5th-level version, 5 charges), _magic missile_ (1 charge), _ray of enfeeblement_ (1 charge), or _wall of force_ (5 charges).\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11462,7 +11462,7 @@ "fields": { "name": "Staff of Striking", "desc": "This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\n\nThe staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11481,7 +11481,7 @@ "fields": { "name": "Staff of Swarming Insects", "desc": "This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: _giant insect_ (4 charges) or _insect plague_ (5 charges).\n\n**_Insect Cloud_**. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11500,7 +11500,7 @@ "fields": { "name": "Staff of the Magi", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\n\nThe staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.\n\n**_Spell Absorption_**. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: _conjure elemental_ (7 charges), _dispel magic_ (3 charges), _fireball_ (7th-level version, 7 charges), _flaming sphere_ (2 charges), _ice storm_ (4 charges), _invisibility_ (2 charges), _knock_ (2 charges), _lightning bolt_ (7th-level version, 7 charges), _passwall_ (5 charges), _plane shift_ (7 charges), _telekinesis_ (5 charges), _wall of fire_ (4 charges), or _web_ (2 charges).\n\nYou can also use an action to cast one of the following spells from the staff without using any charges: _arcane lock_, _detect magic_, _enlarge/reduce_, _light_, _mage hand_, or _protection from evil and good._\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11519,7 +11519,7 @@ "fields": { "name": "Staff of the Python", "desc": "You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\n\nOn your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11538,7 +11538,7 @@ "fields": { "name": "Staff of the Woodlands", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\nThe staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.\n\n**_Spells_**. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).\n\nYou can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\nThe tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11557,7 +11557,7 @@ "fields": { "name": "Staff of Thunder and Lightning", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.\n\n**_Lightning_**. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.\n\n**_Thunder_**. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.\n\n**_Lightning Strike_**. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**_Thunderclap_**. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.\n\n**_Thunder and Lightning_**. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11576,7 +11576,7 @@ "fields": { "name": "Staff of Withering", "desc": "This staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11595,7 +11595,7 @@ "fields": { "name": "Stone of Controlling Earth Elementals", "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11614,7 +11614,7 @@ "fields": { "name": "Stone of Good Luck (Luckstone)", "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11633,7 +11633,7 @@ "fields": { "name": "Studded Leather Armor", "desc": "Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.", - "size": 1, + "size_integer": 1, "weight": "13.000", "armor_class": 0, "hit_points": 0, @@ -11652,7 +11652,7 @@ "fields": { "name": "Sun Blade", "desc": "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the _sun blade_.\n\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\n\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11671,7 +11671,7 @@ "fields": { "name": "Sword of Life Stealing (Greatsword)", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11690,7 +11690,7 @@ "fields": { "name": "Sword of Life Stealing (Longsword)", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11709,7 +11709,7 @@ "fields": { "name": "Sword of Life Stealing (Rapier)", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11728,7 +11728,7 @@ "fields": { "name": "Sword of Life Stealing (Shortsword)", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11747,7 +11747,7 @@ "fields": { "name": "Sword of Sharpness (Greatsword)", "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11766,7 +11766,7 @@ "fields": { "name": "Sword of Sharpness (Longsword)", "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11785,7 +11785,7 @@ "fields": { "name": "Sword of Sharpness (Scimitar)", "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11804,7 +11804,7 @@ "fields": { "name": "Sword of Sharpness (Shortsword)", "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11823,7 +11823,7 @@ "fields": { "name": "Sword of Wounding (Greatsword)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11842,7 +11842,7 @@ "fields": { "name": "Sword of Wounding (Longsword)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11861,7 +11861,7 @@ "fields": { "name": "Sword of Wounding (Rapier)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11880,7 +11880,7 @@ "fields": { "name": "Sword of Wounding (Shortsword)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11899,7 +11899,7 @@ "fields": { "name": "Talisman of Pure Good", "desc": "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11918,7 +11918,7 @@ "fields": { "name": "Talisman of the Sphere", "desc": "When you make an Intelligence (Arcana) check to control a _sphere of annihilation_ while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _sphere of annihilation_, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11937,7 +11937,7 @@ "fields": { "name": "Talisman of Ultimate Evil", "desc": "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11956,7 +11956,7 @@ "fields": { "name": "Tent", "desc": "A simple and portable canvas shelter, a tent sleeps two.", - "size": 1, + "size_integer": 1, "weight": "20.000", "armor_class": 0, "hit_points": 0, @@ -11975,7 +11975,7 @@ "fields": { "name": "Thieves' tools", "desc": "This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-­‐‑bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -11994,7 +11994,7 @@ "fields": { "name": "Tinderbox", "desc": "This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -12013,7 +12013,7 @@ "fields": { "name": "Tinker's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -12032,7 +12032,7 @@ "fields": { "name": "Tome of Clear Thought", "desc": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12051,7 +12051,7 @@ "fields": { "name": "Tome of Leadership and Influence", "desc": "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12070,7 +12070,7 @@ "fields": { "name": "Tome of Understanding", "desc": "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12089,7 +12089,7 @@ "fields": { "name": "Torch", "desc": "A torch burns for 1 hour, providing bright light in a 20-­‐‑foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -12108,7 +12108,7 @@ "fields": { "name": "Torpor", "desc": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.\r\n\\n\\n\r\n**_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12127,7 +12127,7 @@ "fields": { "name": "Totem", "desc": "Can be used as a druidic focus.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12146,7 +12146,7 @@ "fields": { "name": "Trident", "desc": "A trident.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -12165,7 +12165,7 @@ "fields": { "name": "Trident (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12184,7 +12184,7 @@ "fields": { "name": "Trident (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12203,7 +12203,7 @@ "fields": { "name": "Trident (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12222,7 +12222,7 @@ "fields": { "name": "Trident of Fish Command", "desc": "This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast _dominate beast_ (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12241,7 +12241,7 @@ "fields": { "name": "Truth serum", "desc": "A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.\r\n\\n\\n\r\n**_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12260,7 +12260,7 @@ "fields": { "name": "Universal Solvent", "desc": "This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including _sovereign glue._", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12279,7 +12279,7 @@ "fields": { "name": "Vial", "desc": "For holding liquids. Capacity: 4 ounces liquid.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12298,7 +12298,7 @@ "fields": { "name": "Vicious Weapon (Battleaxe)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12317,7 +12317,7 @@ "fields": { "name": "Vicious Weapon (Blowgun)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12336,7 +12336,7 @@ "fields": { "name": "Vicious Weapon (Club)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12355,7 +12355,7 @@ "fields": { "name": "Vicious Weapon (Crossbow-Hand)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12374,7 +12374,7 @@ "fields": { "name": "Vicious Weapon (Crossbow-Heavy)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12393,7 +12393,7 @@ "fields": { "name": "Vicious Weapon (Crossbow-Light)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12412,7 +12412,7 @@ "fields": { "name": "Vicious Weapon (Dagger)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12431,7 +12431,7 @@ "fields": { "name": "Vicious Weapon (Dart)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12450,7 +12450,7 @@ "fields": { "name": "Vicious Weapon (Flail)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12469,7 +12469,7 @@ "fields": { "name": "Vicious Weapon (Glaive)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12488,7 +12488,7 @@ "fields": { "name": "Vicious Weapon (Greataxe)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12507,7 +12507,7 @@ "fields": { "name": "Vicious Weapon (Greatclub)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12526,7 +12526,7 @@ "fields": { "name": "Vicious Weapon (Greatsword)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12545,7 +12545,7 @@ "fields": { "name": "Vicious Weapon (Halberd)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12564,7 +12564,7 @@ "fields": { "name": "Vicious Weapon (Handaxe)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12583,7 +12583,7 @@ "fields": { "name": "Vicious Weapon (Javelin)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12602,7 +12602,7 @@ "fields": { "name": "Vicious Weapon (Lance)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12621,7 +12621,7 @@ "fields": { "name": "Vicious Weapon (Light-Hammer)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12640,7 +12640,7 @@ "fields": { "name": "Vicious Weapon (Longbow)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12659,7 +12659,7 @@ "fields": { "name": "Vicious Weapon (Longsword)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12678,7 +12678,7 @@ "fields": { "name": "Vicious Weapon (Mace)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12697,7 +12697,7 @@ "fields": { "name": "Vicious Weapon (Maul)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12716,7 +12716,7 @@ "fields": { "name": "Vicious Weapon (Morningstar)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12735,7 +12735,7 @@ "fields": { "name": "Vicious Weapon (Net)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12754,7 +12754,7 @@ "fields": { "name": "Vicious Weapon (Pike)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12773,7 +12773,7 @@ "fields": { "name": "Vicious Weapon (Quarterstaff)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12792,7 +12792,7 @@ "fields": { "name": "Vicious Weapon (Rapier)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12811,7 +12811,7 @@ "fields": { "name": "Vicious Weapon (Scimitar)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12830,7 +12830,7 @@ "fields": { "name": "Vicious Weapon (Shortbow)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12849,7 +12849,7 @@ "fields": { "name": "Vicious Weapon (Shortsword)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12868,7 +12868,7 @@ "fields": { "name": "Vicious Weapon (Sickle)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12887,7 +12887,7 @@ "fields": { "name": "Vicious Weapon (Sling)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12906,7 +12906,7 @@ "fields": { "name": "Vicious Weapon (Spear)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12925,7 +12925,7 @@ "fields": { "name": "Vicious Weapon (Trident)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12944,7 +12944,7 @@ "fields": { "name": "Vicious Weapon (Warhammer)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12963,7 +12963,7 @@ "fields": { "name": "Vicious Weapon (War-Pick)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12982,7 +12982,7 @@ "fields": { "name": "Vicious Weapon (Whip)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13001,7 +13001,7 @@ "fields": { "name": "Viol", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -13020,7 +13020,7 @@ "fields": { "name": "Vorpal Sword (Greatsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13039,7 +13039,7 @@ "fields": { "name": "Vorpal Sword (Longsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13058,7 +13058,7 @@ "fields": { "name": "Vorpal Sword (Scimitar)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13077,7 +13077,7 @@ "fields": { "name": "Vorpal Sword (Shortsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13096,7 +13096,7 @@ "fields": { "name": "Wagon", "desc": "Drawn vehicle.", - "size": 4, + "size_integer": 4, "weight": "400.000", "armor_class": 0, "hit_points": 0, @@ -13115,7 +13115,7 @@ "fields": { "name": "Wand", "desc": "Can be used as an arcane focus.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -13134,7 +13134,7 @@ "fields": { "name": "Wand of Binding", "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_Spells_**. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): _hold monster_ (5 charges) or _hold person_ (2 charges).\n\n**_Assisted Escape_**. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13153,7 +13153,7 @@ "fields": { "name": "Wand of Enemy Detection", "desc": "This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13172,7 +13172,7 @@ "fields": { "name": "Wand of Fear", "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_Command_**. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the _command_ spell (save DC 15).\n\n**_Cone of Fear_**. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13191,7 +13191,7 @@ "fields": { "name": "Wand of Fireballs", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _fireball_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13210,7 +13210,7 @@ "fields": { "name": "Wand of Lightning Bolts", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _lightning bolt_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13229,7 +13229,7 @@ "fields": { "name": "Wand of Magic Detection", "desc": "This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the _detect magic_ spell from it. The wand regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13248,7 +13248,7 @@ "fields": { "name": "Wand of Magic Missiles", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _magic missile_ spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13267,7 +13267,7 @@ "fields": { "name": "Wand of Paralysis", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13286,7 +13286,7 @@ "fields": { "name": "Wand of Polymorph", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _polymorph_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13305,7 +13305,7 @@ "fields": { "name": "Wand of Secrets", "desc": "The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13324,7 +13324,7 @@ "fields": { "name": "Wand of the War Mage (+1)", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13343,7 +13343,7 @@ "fields": { "name": "Wand of the War Mage (+2)", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13362,7 +13362,7 @@ "fields": { "name": "Wand of the War Mage (+3)", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13381,7 +13381,7 @@ "fields": { "name": "Wand of Web", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _web_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13400,7 +13400,7 @@ "fields": { "name": "Wand of Wonder", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.\n\nIf the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.\n\nIf an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.\n\n| d100 | Effect |\n|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-05 | You cast slow. 06-10 You cast faerie fire. |\n| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |\n| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |\n| 26-30 | You cast stinking cloud. |\n| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |\n| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. |\n| 37-46 | You cast lightning bolt. |\n| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |\n| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |\n| 54-58 | You cast darkness. |\n| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |\n| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |\n| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |\n| 70-79 | You cast fireball. |\n| 80-84 | You cast invisibility on yourself. |\n| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |\n| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |\n| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |\n| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |\n| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13419,7 +13419,7 @@ "fields": { "name": "War pick", "desc": "A war pick.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -13438,7 +13438,7 @@ "fields": { "name": "Warhammer", "desc": "A warhammer.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -13457,7 +13457,7 @@ "fields": { "name": "Warhammer (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13476,7 +13476,7 @@ "fields": { "name": "Warhammer (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13495,7 +13495,7 @@ "fields": { "name": "Warhammer (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13514,7 +13514,7 @@ "fields": { "name": "War pick", "desc": "A war pick.", - "size": 1, + "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -13533,7 +13533,7 @@ "fields": { "name": "War-Pick (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13552,7 +13552,7 @@ "fields": { "name": "War-Pick (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13571,7 +13571,7 @@ "fields": { "name": "War-Pick (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13590,7 +13590,7 @@ "fields": { "name": "Warship", "desc": "Waterborne vehicle. Speed 2.5mph", - "size": 6, + "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13609,7 +13609,7 @@ "fields": { "name": "Waterskin", "desc": "For drinking. 5lb is the full weight. Capacity: 4 pints liquid.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -13628,7 +13628,7 @@ "fields": { "name": "Weaver's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -13647,7 +13647,7 @@ "fields": { "name": "Well of Many Worlds", "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\r\n\r\nYou can use an action to unfold and place the _well of many worlds_ on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once _well of many worlds_ has opened a portal, it can't do so again for 1d8 hours.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13666,7 +13666,7 @@ "fields": { "name": "Whetstone", "desc": "For sharpening.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -13685,7 +13685,7 @@ "fields": { "name": "Whip", "desc": "A whip.", - "size": 1, + "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -13704,7 +13704,7 @@ "fields": { "name": "Whip (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13723,7 +13723,7 @@ "fields": { "name": "Whip (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13742,7 +13742,7 @@ "fields": { "name": "Whip (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13761,7 +13761,7 @@ "fields": { "name": "Wind Fan", "desc": "While holding this fan, you can use an action to cast the _gust of wind_ spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13780,7 +13780,7 @@ "fields": { "name": "Winged Boots", "desc": "While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\r\n\r\nThe boots regain 2 hours of flying capability for every 12 hours they aren't in use.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13799,7 +13799,7 @@ "fields": { "name": "Wings of Flying", "desc": "While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.\r\n\r\n\r\n\r\n\r\n## Sentient Magic Items\r\n\r\nSome magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.\r\n\r\nMost sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.\r\n\r\nSentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13818,7 +13818,7 @@ "fields": { "name": "Woodcarver's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", - "size": 1, + "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -13837,7 +13837,7 @@ "fields": { "name": "Wooden staff", "desc": "Can be used as a druidic focus.", - "size": 1, + "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -13856,7 +13856,7 @@ "fields": { "name": "Wyvern poison", "desc": "This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.\r\n\\n\\n\r\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", - "size": 1, + "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13875,7 +13875,7 @@ "fields": { "name": "Yew wand", "desc": "Can be used as a druidic focus.", - "size": 1, + "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, diff --git a/scripts/data_manipulation/remapsize.py b/scripts/data_manipulation/remapsize.py new file mode 100644 index 00000000..0ce55fc0 --- /dev/null +++ b/scripts/data_manipulation/remapsize.py @@ -0,0 +1,8 @@ +from api_v2 import models as v2 + + +# Run this by: +#$ python manage.py shell -c 'from scripts.data_manipulation.spell import casting_option_generate; casting_option_generate()' + +def remapsize(): + print("REMAPPING SIZE") \ No newline at end of file From 31c7f95a9338d6a152d31ff5eec41505ad0d65fd Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 14:20:50 -0500 Subject: [PATCH 09/36] Refactor Object. --- api_v2/models/abstracts.py | 49 ------------------------------- api_v2/models/creature.py | 3 +- api_v2/models/item.py | 3 +- api_v2/models/language.py | 2 +- api_v2/models/object.py | 59 ++++++++++++++++++++++++++++++++++++++ 5 files changed, 64 insertions(+), 52 deletions(-) create mode 100644 api_v2/models/object.py diff --git a/api_v2/models/abstracts.py b/api_v2/models/abstracts.py index 3c07d089..50d68678 100644 --- a/api_v2/models/abstracts.py +++ b/api_v2/models/abstracts.py @@ -1,10 +1,7 @@ """Abstract models to be used in Game Content items.""" from django.db import models -from django.core.validators import MaxValueValidator, MinValueValidator -from django.template.defaultfilters import slugify -from .enums import OBJECT_SIZE_CHOICES, OBJECT_ARMOR_CLASS_MAXIMUM, OBJECT_HIT_POINT_MAXIMUM class HasName(models.Model): @@ -47,52 +44,6 @@ class Meta: abstract = True -class Object(HasName): - """ - This is the definition of the Object abstract base class. - - The Object class will be inherited from by Item, Weapon, Character, etc. - Basically it describes any sort of matter in the 5e world. - """ - - size_integer = models.IntegerField( - default=1, - null=False, # Allow an unspecified size. - choices=OBJECT_SIZE_CHOICES, - validators=[ - MinValueValidator(1), - MaxValueValidator(6)], - help_text='Integer representing the size of the object.') - - weight = models.DecimalField( - default=0, - null=False, # Allow an unspecified weight. - max_digits=10, - decimal_places=3, - validators=[MinValueValidator(0)], - help_text='Number representing the weight of the object.') - - armor_class = models.IntegerField( - default=0, - null=False, # Allow an unspecified armor_class. - validators=[ - MinValueValidator(0), - MaxValueValidator(OBJECT_ARMOR_CLASS_MAXIMUM)], - help_text='Integer representing the armor class of the object.') - - hit_points = models.IntegerField( - default=0, - null=False, # Allow an unspecified hit point value. - validators=[ - MinValueValidator(0), - MaxValueValidator(OBJECT_HIT_POINT_MAXIMUM)], - help_text='Integer representing the hit points of the object.') - - class Meta: - abstract = True - ordering = ['pk'] - - class Modification(HasName, HasDescription): """ This is the definition of a modification abstract base class. diff --git a/api_v2/models/creature.py b/api_v2/models/creature.py index 303af122..fa458bb1 100644 --- a/api_v2/models/creature.py +++ b/api_v2/models/creature.py @@ -3,7 +3,8 @@ from django.db import models from django.core.validators import MaxValueValidator, MinValueValidator from .abilities import Abilities -from .abstracts import Object, HasDescription, HasName +from .abstracts import HasDescription, HasName +from .object import Object from .document import FromDocument from .enums import CREATURE_ATTACK_TYPES, DIE_TYPES, DAMAGE_TYPES, CREATURE_USES_TYPES diff --git a/api_v2/models/item.py b/api_v2/models/item.py index e543266c..a99e0489 100644 --- a/api_v2/models/item.py +++ b/api_v2/models/item.py @@ -7,7 +7,8 @@ from api.models import GameContent from .weapon import Weapon from .armor import Armor -from .abstracts import Object, HasName, HasDescription +from .abstracts import HasName, HasDescription +from .object import Object from .document import FromDocument from .enums import ITEM_RARITY_CHOICES diff --git a/api_v2/models/language.py b/api_v2/models/language.py index 03d16f95..84206025 100644 --- a/api_v2/models/language.py +++ b/api_v2/models/language.py @@ -2,7 +2,7 @@ from django.db import models -from .abstracts import Object, HasName, HasDescription +from .abstracts import HasName, HasDescription from .document import FromDocument diff --git a/api_v2/models/object.py b/api_v2/models/object.py new file mode 100644 index 00000000..bd3edbe4 --- /dev/null +++ b/api_v2/models/object.py @@ -0,0 +1,59 @@ +"""The abstract model for an object.""" + +from django.db import models +from django.core.validators import MaxValueValidator, MinValueValidator + +from .abstracts import HasName +from .size import Size +from .enums import OBJECT_SIZE_CHOICES, OBJECT_ARMOR_CLASS_MAXIMUM, OBJECT_HIT_POINT_MAXIMUM + + +class Object(HasName): + """ + This is the definition of the Object abstract base class. + + The Object class will be inherited from by Item, Weapon, Character, etc. + Basically it describes any sort of matter in the 5e world. + """ + + size = models.ForeignKey( + "Size", + null=True, + on_delete=models.CASCADE) + + size_integer = models.IntegerField( + default=1, + null=False, # Allow an unspecified size. + choices=OBJECT_SIZE_CHOICES, + validators=[ + MinValueValidator(1), + MaxValueValidator(6)], + help_text='Integer representing the size of the object.') + + weight = models.DecimalField( + default=0, + null=False, # Allow an unspecified weight. + max_digits=10, + decimal_places=3, + validators=[MinValueValidator(0)], + help_text='Number representing the weight of the object.') + + armor_class = models.IntegerField( + default=0, + null=False, # Allow an unspecified armor_class. + validators=[ + MinValueValidator(0), + MaxValueValidator(OBJECT_ARMOR_CLASS_MAXIMUM)], + help_text='Integer representing the armor class of the object.') + + hit_points = models.IntegerField( + default=0, + null=False, # Allow an unspecified hit point value. + validators=[ + MinValueValidator(0), + MaxValueValidator(OBJECT_HIT_POINT_MAXIMUM)], + help_text='Integer representing the hit points of the object.') + + class Meta: + abstract = True + ordering = ['pk'] From 2206ee2446352119d626f75bf2fa62d60aca6bf8 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 14:33:34 -0500 Subject: [PATCH 10/36] Item Size. --- api_v2/migrations/0055_auto_20240314_1921.py | 24 ++++++++++++++++++++ scripts/data_manipulation/remapsize.py | 12 +++++++++- 2 files changed, 35 insertions(+), 1 deletion(-) create mode 100644 api_v2/migrations/0055_auto_20240314_1921.py diff --git a/api_v2/migrations/0055_auto_20240314_1921.py b/api_v2/migrations/0055_auto_20240314_1921.py new file mode 100644 index 00000000..78b750b9 --- /dev/null +++ b/api_v2/migrations/0055_auto_20240314_1921.py @@ -0,0 +1,24 @@ +# Generated by Django 3.2.20 on 2024-03-14 19:21 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0054_auto_20240314_1911'), + ] + + operations = [ + migrations.AddField( + model_name='creature', + name='size', + field=models.ForeignKey(null=True, on_delete=django.db.models.deletion.CASCADE, to='api_v2.size'), + ), + migrations.AddField( + model_name='item', + name='size', + field=models.ForeignKey(null=True, on_delete=django.db.models.deletion.CASCADE, to='api_v2.size'), + ), + ] diff --git a/scripts/data_manipulation/remapsize.py b/scripts/data_manipulation/remapsize.py index 0ce55fc0..64f219a9 100644 --- a/scripts/data_manipulation/remapsize.py +++ b/scripts/data_manipulation/remapsize.py @@ -5,4 +5,14 @@ #$ python manage.py shell -c 'from scripts.data_manipulation.spell import casting_option_generate; casting_option_generate()' def remapsize(): - print("REMAPPING SIZE") \ No newline at end of file + print("REMAPPING SIZE FOR ITEMS") + for item in v2.Item.objects.all(): + for size in v2.Size.objects.all(): + if item.size_integer == size.rank: + mapped_size = size + print("key:{} size_int:{} mapped_size:{}".format(item.key, item.size_integer, mapped_size.name)) + item.size = mapped_size + item.save() + + + print("REMAPPING SIZE FOR CREATURES") \ No newline at end of file From 1e3e709bd69c36990124f3fba779e435d12b7ba3 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 14:35:35 -0500 Subject: [PATCH 11/36] Item Mapping Data --- data/v2/kobold-press/vault-of-magic/Item.json | 3189 +++++++++++------ .../v2/wizards-of-the-coast/srd/Creature.json | 630 ++-- data/v2/wizards-of-the-coast/srd/Item.json | 2193 ++++++++---- 3 files changed, 4008 insertions(+), 2004 deletions(-) diff --git a/data/v2/kobold-press/vault-of-magic/Item.json b/data/v2/kobold-press/vault-of-magic/Item.json index 90108225..51c2e3f2 100644 --- a/data/v2/kobold-press/vault-of-magic/Item.json +++ b/data/v2/kobold-press/vault-of-magic/Item.json @@ -5,11 +5,12 @@ "fields": { "name": "Aberrant Agreement", "desc": "This long scroll bears strange runes and seals of eldritch powers. When you use an action to present this scroll to an aberration whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the aberration, negotiating a service from it in exchange for a reward. The aberration is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the aberration, the truce is broken, and the creature can act normally. If the aberration refuses the offer, it is free to take any actions it wishes. Should you and the aberration reach an agreement that is satisfactory to both parties, you must sign the agreement and have the aberration do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the aberration to the agreement until its service is rendered and the reward paid, at which point the scroll blackens and crumbles to dust. An aberration's thinking is alien to most humanoids, and vaguely worded contracts may result in unintended consequences, as the creature may have different thoughts as to how to best meet the goal. If either party breaks the bargain, that creature immediately takes 10d6 psychic damage, and the charter is destroyed, ending the contract.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -24,11 +25,12 @@ "fields": { "name": "Accursed Idol", "desc": "Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits:\n- You can speak, read, and write Deep Speech.\n- You can use an action to speak the idol's command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don't suffer the effects of the idol's Otherworldly Whispers property at the next dusk. Once used, this property of the idol can't be used again until the next dusk.\n- You can use an action to cast the augury spell from the idol. The idol can't be used this way again until the next dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -43,11 +45,12 @@ "fields": { "name": "Adamantine Spearbiter", "desc": "The front of this shield is fashioned in the shape of a snarling wolf ’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -62,11 +65,12 @@ "fields": { "name": "Agile Breastplate", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -81,11 +85,12 @@ "fields": { "name": "Agile Chain Mail", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -100,11 +105,12 @@ "fields": { "name": "Agile Chain Shirt", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -119,11 +125,12 @@ "fields": { "name": "Agile Half Plate", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -138,11 +145,12 @@ "fields": { "name": "Agile Hide", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -157,11 +165,12 @@ "fields": { "name": "Agile Plate", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -176,11 +185,12 @@ "fields": { "name": "Agile Ring Mail", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -195,11 +205,12 @@ "fields": { "name": "Agile Scale Mail", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -214,11 +225,12 @@ "fields": { "name": "Agile Splint", "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -233,11 +245,12 @@ "fields": { "name": "Air Seed", "desc": "This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together. You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -252,11 +265,12 @@ "fields": { "name": "Akaasit Blade", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated Akaasit (see Tome of Beasts 2). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can't be activated again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -271,11 +285,12 @@ "fields": { "name": "Alabaster Salt Shaker", "desc": "This shaker is carved from purest alabaster in the shape of an owl. It is 7 inches tall and contains enough salt to flavor 25 meals. When the shaker is empty, it can't be refilled, and it becomes nonmagical. When you or another creature eat a meal salted by this shaker, you don't need to eat again for 48 hours, at which point the magic wears off. If you don't eat within 1 hour of the magic wearing off, you gain one level of exhaustion. You continue gaining one level of exhaustion for each additional hour you don't eat.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -290,11 +305,12 @@ "fields": { "name": "Alchemical Lantern", "desc": "This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern's bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -309,11 +325,12 @@ "fields": { "name": "Alembic of Unmaking", "desc": "This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won't physically fit into the alembic (anything larger than a shortsword or a cloak) can't be dissolved in this way. Full dissolution and distillation of an item's magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -328,11 +345,12 @@ "fields": { "name": "Almanac of Common Wisdom", "desc": "The dog-eared pages of this thick, weathered tome contain useful advice, facts, and statistical information on a wide range of topics. The topics change to match information relevant to the area where it is currently located. If you spend a short rest consulting the almanac, you treat your proficiency bonus as 1 higher when making any Intelligence, Wisdom, or Charisma skill checks to discover, recall, or cite information about local events, locations, or creatures for the next 4 hours. For example, this almanac's magic can help you recall and find the location of a city's oldest tavern, but its magic won't help you notice a thug hiding in an alley near the tavern.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -347,11 +365,12 @@ "fields": { "name": "Amulet of Memory", "desc": "Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later. While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory. If you die while wearing the amulet, it preserves you. Your body is affected by the gentle repose spell until the amulet is removed or until you are restored to life. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death. Attuning to an amulet of memory removes any prior memories stored in it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -366,11 +385,12 @@ "fields": { "name": "Amulet of Sustaining Health", "desc": "While wearing this amulet, you need to eat and drink only once every 7 days. In addition, you have advantage on saving throws against effects that would cause you to suffer a level of exhaustion.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -385,11 +405,12 @@ "fields": { "name": "Amulet of the Oracle", "desc": "When you finish a long rest while wearing this amulet, you can choose one cantrip from the cleric spell list. You can cast that cantrip from the amulet at will, using Wisdom as your spellcasting ability for it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -404,11 +425,12 @@ "fields": { "name": "Amulet of Whirlwinds", "desc": "This amulet is strung on a brass necklace and holds a piece of djinn magic. The amulet has 9 charges. You can use an action to expend 1 of its charges to create a whirlwind on a point you can see within 60 feet of you. The whirlwind is a 5-foot-radius, 30-foot-tall cylinder of swirling air that lasts as long as you maintain concentration (as if concentrating on a spell). Any creature other than you that enters the whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it. A creature within 5 feet of the whirlwind can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlwind. When all of the amulet's charges are expended, the amulet becomes a nonmagical piece of jewelry worth 50 gp.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -423,11 +445,12 @@ "fields": { "name": "Anchor of Striking", "desc": "This small rusty iron anchor feels sturdy in spite of its appearance. You gain a +1 bonus to attack and damage rolls made with this magic war pick. When you roll a 20 on an attack roll made with this weapon, the target is wrapped in ethereal golden chains that extend from the bottom of the anchor. As an action, the chained target can make a DC 15 Strength or Dexterity check, freeing itself from the chains on a success. Alternatively, you can use a bonus action to command the chains to disappear, freeing the target. The chains are constructed of magical force and can't be damaged, though they can be destroyed with a disintegrate spell. While the target is wrapped in these chains, you and the target can't move further than 50 feet from each other.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "warpick", "armor": null, @@ -442,11 +465,12 @@ "fields": { "name": "Angelic Earrings", "desc": "These earrings feature platinum loops from which hang bronzed claws from a Chamrosh (see Tome of Beasts 2), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -461,11 +485,12 @@ "fields": { "name": "Angry Hornet", "desc": "This black ammunition has yellow fletching or yellow paint. When you fire this magic ammunition, it makes an angry buzzing sound, and it multiplies in flight. As it flies, 2d4 identical pieces of ammunition magically appear around it, all speeding toward your target. Roll separate attack rolls for each additional arrow or bullet. Duplicate ammunition disappears after missing or after dealing its damage. If the angry hornet and all its duplicates miss, the angry hornet remains magical and can be fired again, otherwise it is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -480,11 +505,12 @@ "fields": { "name": "Animated Abacus", "desc": "If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -499,11 +525,12 @@ "fields": { "name": "Animated Chain Mail", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you can use an action to cause parts of the armor to unravel into long, animated chains. While the chains are active, you have a climbing speed equal to your walking speed, and your AC is reduced by 2. You can use a bonus action to deactivate the chains, returning the armor to normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -518,11 +545,12 @@ "fields": { "name": "Ankh of Aten", "desc": "This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes a5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -537,11 +565,12 @@ "fields": { "name": "Anointing Mace", "desc": "Also called an anointing gada, you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the ornately decorated head of the mace holds a reservoir perforated with small holes. As an action, you can fill the reservoir with a single potion or vial of liquid, such as holy water or alchemist's fire. You can press a button on the haft of the weapon as a bonus action, which opens the holes. If you hit a target with the weapon while the holes are open, the weapon deals damage as normal and the target suffers the effects of the liquid. For example,\nan anointing mace filled with holy water deals an extra 2d6 radiant damage if it hits a fiend or undead. After you press the button and make an attack roll, the liquid is expended, regardless if your attack hits.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "mace", "armor": null, @@ -556,11 +585,12 @@ "fields": { "name": "Apron of the Eager Artisan", "desc": "Created by dwarven artisans, this leather apron has narrow pockets, which hold one type of artisan's tools. If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task. Once you have changed the tools available, you can't change them again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -575,11 +605,12 @@ "fields": { "name": "Arcanaphage Stone", "desc": "Similar to the rocks found in a bird's gizzard, this smooth stone helps an Arcanaphage (see Creature Codex) digest magic. While you hold or wear the stone, you have advantage on saving throws against spells.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -594,11 +625,12 @@ "fields": { "name": "Armor of Cushioning", "desc": "While wearing this armor, you have resistance to bludgeoning damage. In addition, you can use a reaction when you fall to reduce any falling damage you take by an amount equal to twice your level.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "padded", @@ -613,11 +645,12 @@ "fields": { "name": "Armor of the Ngobou", "desc": "This thick and rough armor is made from the hide of a Ngobou (see Tome of Beasts), an aggressive, ox-sized dinosaur known to threaten elephants of the plains. The horns and tusks of the dinosaur are worked into the armor as spiked shoulder pads. While wearing this armor, you gain a +1 bonus to AC, and you have a magical sense for elephants. You automatically detect if an elephant has passed within 90 feet of your location within the last 24 hours, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find elephants.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -632,11 +665,12 @@ "fields": { "name": "Arrow of Grabbing", "desc": "This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed on a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh. A creature grabbed by this arrow can't move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success. As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to repeat the saving throw. If the creature fails, it moves up to 10 feet closer to you. If it succeeds, it takes 4d6 piercing damage and the arrow is dislodged.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -651,11 +685,12 @@ "fields": { "name": "Arrow of Unpleasant Herbs", "desc": "This arrow's tip is filled with magically preserved, poisonous herbs. When a creature takes damage from the arrow, the arrowhead breaks, releasing the herbs. The creature must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn as it retches and reels from the poison.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -670,11 +705,12 @@ "fields": { "name": "Ash of the Ebon Birch", "desc": "This salve is created by burning bark from a rare ebon birch tree then mixing that ash with oil and animal blood to create a cerise pigment used to paint yourself or another creature with profane protections. Painting the pigment on a creature takes 1 minute, and you can choose to paint a specific sigil or smear the pigment on a specific part of the creature's body.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -689,11 +725,12 @@ "fields": { "name": "Ashes of the Fallen", "desc": "Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use. You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don't cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster's prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -708,11 +745,12 @@ "fields": { "name": "Ashwood Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand's charges during the casting, the spell deals 1d4 + 1 extra fire damage instead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -727,11 +765,12 @@ "fields": { "name": "Asp's Kiss", "desc": "This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can't be used this way again until the next dawn. When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -746,11 +785,12 @@ "fields": { "name": "Aurochs Bracers", "desc": "These bracers have the graven image of a bull's head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -765,11 +805,12 @@ "fields": { "name": "Baba Yaga's Cinderskull", "desc": "Warm to the touch, this white, dry skull radiates dim, orange light from its eye sockets in a 30-foot radius. While attuned to the skull, you only require half of the daily food and water a creature of your size and type normally requires. In addition, you can withstand extreme temperatures indefinitely, and you automatically succeed on saving throws against extreme temperatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -784,11 +825,12 @@ "fields": { "name": "Badger Hide", "desc": "While wearing this hairy, black and white armor, you have a burrowing speed of 20 feet, and you have advantage on Wisdom (Perception) checks that rely on smell.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -803,11 +845,12 @@ "fields": { "name": "Bag of Bramble Beasts", "desc": "This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a 1d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can't be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag's magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a wish. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the find familiar spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag. | 1d8 | Creature |\n| --- | ------------ |\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger | Only a beast can become a bramble creature. It retains all its statistics except as noted below.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -822,11 +865,12 @@ "fields": { "name": "Bag of Traps", "desc": "Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -841,11 +885,12 @@ "fields": { "name": "Bagpipes of Battle", "desc": "Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might! You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally. A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the bagpipes can't be used in this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -860,11 +905,12 @@ "fields": { "name": "Baleful Wardrums", "desc": "You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -879,11 +925,12 @@ "fields": { "name": "Band of Iron Thorns", "desc": "This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -898,11 +945,12 @@ "fields": { "name": "Band of Restraint", "desc": "These simple leather straps are nearly unbreakable when used as restraints. If you spend 1 minute tying a Small or Medium creature's limbs with these straps, the creature is restrained (escape DC 17) until it escapes or until you speak a command word to release the straps. While restrained by these straps, the target has disadvantage on Strength checks.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -917,11 +965,12 @@ "fields": { "name": "Bandana of Brachiation", "desc": "While wearing this bright yellow bandana, you have a climbing speed of 30 feet, and you gain a +5 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks to jump over obstacles, to land on your feet, and to land safely on a breakable or unstable surface, such as a tree branch or rotting wooden rafters.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -936,11 +985,12 @@ "fields": { "name": "Bandana of Bravado", "desc": "While wearing this bright red bandana, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -955,11 +1005,12 @@ "fields": { "name": "Banner of the Fortunate", "desc": "While holding this banner aloft with one hand, you can use an action to inspire creatures nearby. Each creature of your choice within 60 feet of you that can see the banner has advantage on its next attack roll. The banner can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -974,11 +1025,12 @@ "fields": { "name": "Battle Standard of Passage", "desc": "This battle standard hangs from a 4-foot-long pole and bears the colors and heraldry of a long-forgotten nation. You can use an action to plant the pole in the ground, causing the standard to whip and wave as if in a breeze. Choose up to six creatures within 30 feet of the standard, which can include yourself. Nonmagical difficult terrain costs the creatures you chose no extra movement. In addition, each creature you chose can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. The standard stops waving and the effect ends after 10 minutes, or when a creature uses an action to pull the pole from the ground. The standard can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -993,11 +1045,12 @@ "fields": { "name": "Bead of Exsanguination", "desc": "This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points. You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it. If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20-foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1012,11 +1065,12 @@ "fields": { "name": "Bear Paws", "desc": "These hand wraps are made of flexible beeswax that ooze sticky honey. While wearing these gloves, you have advantage on grapple checks. In addition, creatures grappled by you have disadvantage on any checks made to escape your grapple.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1031,11 +1085,12 @@ "fields": { "name": "Bed of Spikes", "desc": "This wide, wooden plank holds hundreds of two-inch long needle-like spikes. When you finish a long rest on the bed, you have resistance to piercing damage and advantage on Constitution saving throws to maintain your concentration on spells you cast for 8 hours or until you finish a short or long rest. Once used, the bed can't be used again until the next dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1050,11 +1105,12 @@ "fields": { "name": "Belt of the Wilds", "desc": "This thin cord is made from animal sinew. While wearing the cord, you have advantage on Wisdom (Survival) checks to follow tracks left by beasts, giants, and humanoids. While wearing the belt, you can use a bonus action to speak the belt's command word. If you do, you leave tracks of the animal of your choice instead of your regular tracks. These tracks can be those of a Large or smaller beast with a CR of 1 or lower, such as a pony, rabbit, or lion. If you repeat the command word, you end the effect.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1069,11 +1125,12 @@ "fields": { "name": "Berserker's Kilt (Bear)", "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1088,11 +1145,12 @@ "fields": { "name": "Berserker's Kilt (Elk)", "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1107,11 +1165,12 @@ "fields": { "name": "Berserker's Kilt (Wolf)", "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1126,11 +1185,12 @@ "fields": { "name": "Big Dipper", "desc": "This wooden rod is topped with a ridged ball. The rod has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the rod's last charge, roll a d20. On a 1, the rod melts into a pool of nonmagical honey and is destroyed. Anytime you expend 1 or more charges for this rod's properties, the ridged ball flows with delicious, nonmagical honey for 1 minute.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1145,11 +1205,12 @@ "fields": { "name": "Binding Oath", "desc": "This lengthy scroll is the testimony of a pious individual's adherence to their faith. The author has emphatically rewritten these claims many times, and its two slim, metal rollers are wrapped in yards of parchment. When you attune to the item, you rewrite certain passages to align with your own religious views. You can use an action to throw the scroll at a Huge or smaller creature you can see within 30 feet of you. Make a ranged attack roll. On a hit, the scroll unfurls and wraps around the creature. The target is restrained until you take a bonus action to command the scroll to release the creature. If you command it to release the creature or if you miss with the attack, the scroll curls back into a rolled-up scroll. If the restrained target's alignment is the opposite of yours along the law/chaos or good/evil axis, you can use a bonus action to cause the writing to blaze with light, dealing 2d6 radiant damage to the target. A creature, including the restrained target, can use an action to make a DC 17 Strength check to tear apart the scroll. On a success, the scroll is destroyed. Such an attempt causes the writing to blaze with light, dealing 2d6 radiant damage to both the creature making the attempt and the restrained target, whether or not the attempt is successful. Alternatively, the restrained creature can use an action to make a DC 17 Dexterity check to slip free of the scroll. This action also triggers the damage effect, but it doesn't destroy the scroll. Once used, the scroll can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1164,11 +1225,12 @@ "fields": { "name": "Bituminous Orb", "desc": "A tarlike substance leaks continually from this orb, which radiates a cloying darkness and emanates an unnatural chill. While attuned to the orb, you have darkvision out to a range of 60 feet. In addition, you have immunity to necrotic damage, and you have advantage on saving throws against spells and effects that deal radiant damage. This orb has 6 charges and regains 1d6 daily at dawn. You can expend 1 charge as an action to lob some of the orb's viscous darkness at a creature you can see within 60 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the creature is blinded and takes 2d8 necrotic damage at the start of each of its turns, and you can use a bonus action to move the grappled creature up to 20 feet in any direction. You can't move the creature more than 60 feet away from the orb. Alternatively, you can use an action to expend 2 charges and crush the grappled creature. The creature must make a DC 15 Constitution saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the grapple at any time (no action required). The orb's power can grapple only one creature at a time.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1183,11 +1245,12 @@ "fields": { "name": "Black and White Daggers", "desc": "These matched daggers are identical except for the stones set in their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). You gain a +1 bonus to attack and damage rolls with both magic weapons. The bonus increases to +3 when you use the white dagger to attack a monstrosity, and it increases to +3 when you use the black dagger to attack an undead. When you hit a monstrosity or undead with both daggers in the same turn, that creature takes an extra 1d6 piercing damage from the second attack.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -1202,11 +1265,12 @@ "fields": { "name": "Black Dragon Oil", "desc": "The viscous green-black oil within this magical ceramic pot bubbles slightly. The pot's stone stopper is sealed with greasy, dark wax. The pot contains 5 ounces of pure black dragon essence, obtained by slowly boiling the dragon in its own acidic secretions. You can use an action to apply 1 ounce of the oil to a weapon or single piece of ammunition. The next attack made with that weapon or ammunition deals an extra 2d8 acid damage to the target. A creature that takes the acid damage must succeed on a DC 15 Constitution saving throw at the start of its next turn or be burned for an extra 2d8 acid damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1221,11 +1285,12 @@ "fields": { "name": "Black Honey Buckle", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1240,11 +1305,12 @@ "fields": { "name": "Black Phial", "desc": "This black stone phial has a tightly fitting stopper and 3 charges. As an action, you can fill the phial with blood taken from a living, or recently deceased (dead no longer than 1 minute), humanoid and expend 1 charge. When you do so, the black phial transforms the blood into a potion of greater healing. A creature who drinks this potion must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. The phial regains 1d3 expended charges daily at midnight. If you expend the phial's last charge, roll a d20: 1d20. On a 1, the phial crumbles into dust and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1259,11 +1325,12 @@ "fields": { "name": "Blackguard's Dagger", "desc": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -1278,11 +1345,12 @@ "fields": { "name": "Blackguard's Handaxe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell's effects active at a time when you cast it in this way.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "handaxe", "armor": null, @@ -1297,11 +1365,12 @@ "fields": { "name": "Blackguard's Shortsword", "desc": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -1316,11 +1385,12 @@ "fields": { "name": "Blacktooth", "desc": "This black ivory, rune-carved wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it, using an attack bonus of +7. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1335,11 +1405,12 @@ "fields": { "name": "Blade of Petals", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. This brightly-colored shortsword is kept in a wooden scabbard with eternally blooming flowers. The blade is made of dull green steel, and its pommel is fashioned from hard rosewood. As a bonus action, you can conjure a flowery mist which fills a 20-foot area around you with pleasant-smelling perfume. The scent dissipates after 1 minute. A creature damaged by the blade must succeed on a DC 15 Charisma saving throw or be charmed by you until the end of its next turn. A creature can't be charmed this way more than once every 24 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -1354,11 +1425,12 @@ "fields": { "name": "Blade of the Dervish", "desc": "This magic scimitar is empowered by your movements. For every 10 feet you move before making an attack, you gain a +1 bonus to the attack and damage rolls of that attack, and the scimitar deals an extra 1d6 slashing damage if the attack hits (maximum of +3 and 3d6). In addition, if you use the Dash action and move within 5 feet of a creature, you can attack that creature as a bonus action. On a hit, the target takes an extra 2d6 slashing damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -1373,11 +1445,12 @@ "fields": { "name": "Blade of the Temple Guardian", "desc": "This simple but elegant shortsword is a magic weapon. When you are wielding it and use the Flurry of Blows class feature, you can make your bonus attacks with the sword rather than unarmed strikes. If you deal damage to a creature with this weapon and reduce it to 0 hit points, you absorb some of its energy, regaining 1 expended ki point.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -1392,11 +1465,12 @@ "fields": { "name": "Blasphemous Writ", "desc": "The Infernal runes inscribed upon this vellum scroll radiate a faint, crimson glow. When you use this spell scroll of command, the save DC is 15 instead of 13, and you can also affect targets that are undead or that don't understand your language.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1411,11 +1485,12 @@ "fields": { "name": "Blessed Pauper's Purse", "desc": "This worn cloth purse appears empty, even when opened, yet seems to always have enough copper pieces in it to make any purchase of urgent necessity when you dig inside. The purse produces enough copper pieces to provide for a poor lifestyle. In addition, if anyone asks you for charity, you can always open the purse to find 1 or 2 cp available to give away. These coins appear only if you truly intend to gift them to one who asks.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1430,11 +1505,12 @@ "fields": { "name": "Blinding Lantern", "desc": "This ornate brass lantern comes fitted with heavily inscribed plates shielding the cut crystal lens. With a flick of a lever, as an action, the plates rise and unleash a dazzling array of lights at a single target within 30 feet. You must use two hands to direct the lights precisely into the eyes of a foe. The target must succeed on a DC 11 Wisdom saving throw or be blinded until the end of its next turn. A creature blinded by the lantern is immune to its effects for 1 minute afterward. This property can't be used in a brightly lit area. By opening the shutter on the opposite side, the device functions as a normal bullseye lantern, yet illuminates magically, requiring no fuel and giving off no heat.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1449,11 +1525,12 @@ "fields": { "name": "Blood Mark", "desc": "Used as a form of currency between undead lords and the humanoids of their lands, this coin resembles a gold ring with a single hole in the center. It holds 1 charge, visible as a red glow in the center of the coin. While holding the coin, you can use an action to expend 1 charge and regain 1d3 hit points. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This reduction lasts until the creature finishes a long rest. It dies if this reduces its hit point maximum to 0. You can expend the charges in up to 5 blood marks as part of the same action. To replenish an expended charge in a blood mark, a humanoid must pledge a pint of their blood in a 10-minute ritual that involves letting a drop of their blood fall through the center of the coin. The drop disappears in the process and the center fills with a red glow. There is no limit to how much blood a humanoid may pledge, but each coin can hold only 1 charge. To pledge more, the humanoid must perform the ritual on another blood mark. Any person foolish enough to pledge more than a single blood coin might find the coins all redeemed at once, since such redemptions often happen at great blood feasts held by vampires and other undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1468,11 +1545,12 @@ "fields": { "name": "Blood Pearl", "desc": "This crimson pearl feels slick to the touch and contains a mote of blood imbued with malign purpose. As an action, you can break the pearl, destroying it, and conjure a Blood Elemental (see Creature Codex) for 1 hour. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -1487,11 +1565,12 @@ "fields": { "name": "Blood-Soaked Hide", "desc": "A creature that starts its turn in your space must succeed on a DC 15 Constitution saving throw or lose 3d6 hit points due to blood loss, and you regain a number of hit points equal to half the number of hit points the creature lost. Constructs and undead who aren't vampires are immune to this effect. Once used, you can't use this property of the armor again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -1506,11 +1585,12 @@ "fields": { "name": "Bloodbow", "desc": "This longbow is carved of a light, sturdy wood such as hickory or yew, and it is almost always stained a deep maroon hue, lacquered and aged under layers of sundried blood. The bow is sometimes decorated with reptilian teeth, centaur tails, or other battle trophies. The bow is designed to harm the particular type of creature whose blood most recently soaked the weapon. When you make a ranged attack roll with this magic weapon against a creature of that type, you have a +1 bonus to the attack and damage rolls. If the attack hits, the target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of your next turn. While enraged, the target suffers a random short-term madness.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longbow", "armor": null, @@ -1525,11 +1605,12 @@ "fields": { "name": "Blooddrinker Spear", "desc": "Prized by gnolls, the upper haft of this spear is decorated with tiny animal skulls, feathers, and other adornments. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature with this spear, you mark that creature for 1 hour. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with the spear, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points, the mark ends. This property can't be used on a different creature until you spend a short rest cleaning the previous target's blood from the spear.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "spear", "armor": null, @@ -1544,11 +1625,12 @@ "fields": { "name": "Bloodfuel Battleaxe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "battleaxe", "armor": null, @@ -1563,11 +1645,12 @@ "fields": { "name": "Bloodfuel Blowgun", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "blowgun", "armor": null, @@ -1582,11 +1665,12 @@ "fields": { "name": "Bloodfuel Crossbow Hand", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-hand", "armor": null, @@ -1601,11 +1685,12 @@ "fields": { "name": "Bloodfuel Crossbow Heavy", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-heavy", "armor": null, @@ -1620,11 +1705,12 @@ "fields": { "name": "Bloodfuel Crossbow Light", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-light", "armor": null, @@ -1639,11 +1725,12 @@ "fields": { "name": "Bloodfuel Dagger", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -1658,11 +1745,12 @@ "fields": { "name": "Bloodfuel Dart", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dart", "armor": null, @@ -1677,11 +1765,12 @@ "fields": { "name": "Bloodfuel Glaive", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "glaive", "armor": null, @@ -1696,11 +1785,12 @@ "fields": { "name": "Bloodfuel Greataxe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greataxe", "armor": null, @@ -1715,11 +1805,12 @@ "fields": { "name": "Bloodfuel Greatsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -1734,11 +1825,12 @@ "fields": { "name": "Bloodfuel Halberd", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "halberd", "armor": null, @@ -1753,11 +1845,12 @@ "fields": { "name": "Bloodfuel Handaxe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "handaxe", "armor": null, @@ -1772,11 +1865,12 @@ "fields": { "name": "Bloodfuel Javelin", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "javelin", "armor": null, @@ -1791,11 +1885,12 @@ "fields": { "name": "Bloodfuel Lance", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "lance", "armor": null, @@ -1810,11 +1905,12 @@ "fields": { "name": "Bloodfuel Longbow", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longbow", "armor": null, @@ -1829,11 +1925,12 @@ "fields": { "name": "Bloodfuel Longsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -1848,11 +1945,12 @@ "fields": { "name": "Bloodfuel Morningstar", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "morningstar", "armor": null, @@ -1867,11 +1965,12 @@ "fields": { "name": "Bloodfuel Pike", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "pike", "armor": null, @@ -1886,11 +1985,12 @@ "fields": { "name": "Bloodfuel Rapier", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -1905,11 +2005,12 @@ "fields": { "name": "Bloodfuel Scimitar", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -1924,11 +2025,12 @@ "fields": { "name": "Bloodfuel Shortbow", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortbow", "armor": null, @@ -1943,11 +2045,12 @@ "fields": { "name": "Bloodfuel Shortsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -1962,11 +2065,12 @@ "fields": { "name": "Bloodfuel Sickle", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "sickle", "armor": null, @@ -1981,11 +2085,12 @@ "fields": { "name": "Bloodfuel Spear", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "spear", "armor": null, @@ -2000,11 +2105,12 @@ "fields": { "name": "Bloodfuel Trident", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "trident", "armor": null, @@ -2019,11 +2125,12 @@ "fields": { "name": "Bloodfuel Warpick", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "warpick", "armor": null, @@ -2038,11 +2145,12 @@ "fields": { "name": "Bloodfuel Whip", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -2057,11 +2165,12 @@ "fields": { "name": "Bloodlink Potion", "desc": "When you and another willing creature each drink at least half this potion, your life energies are linked for 1 hour. When you or the creature who drank the potion with you take damage while your life energies are linked, the total damage is divided equally between you. If the damage is an odd number, roll randomly to assign the extra point of damage. The effect is halted while you and the other creature are separated by more than 60 feet. The effect ends if either of you drop to 0 hit points. This potion's red liquid is viscous and has a metallic taste.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -2076,11 +2185,12 @@ "fields": { "name": "Bloodpearl Bracelet (Gold)", "desc": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -2095,11 +2205,12 @@ "fields": { "name": "Bloodpearl Bracelet (Silver)", "desc": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -2114,11 +2225,12 @@ "fields": { "name": "Bloodprice Breastplate", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -2133,11 +2245,12 @@ "fields": { "name": "Bloodprice Chain-Mail", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -2152,11 +2265,12 @@ "fields": { "name": "Bloodprice Chain-Shirt", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-shirt", @@ -2171,11 +2285,12 @@ "fields": { "name": "Bloodprice Half-Plate", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "half-plate", @@ -2190,11 +2305,12 @@ "fields": { "name": "Bloodprice Hide", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -2209,11 +2325,12 @@ "fields": { "name": "Bloodprice Leather", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -2228,11 +2345,12 @@ "fields": { "name": "Bloodprice Padded", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "padded", @@ -2247,11 +2365,12 @@ "fields": { "name": "Bloodprice Plate", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -2266,11 +2385,12 @@ "fields": { "name": "Bloodprice Ring-Mail", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "ring-mail", @@ -2285,11 +2405,12 @@ "fields": { "name": "Bloodprice Scale-Mail", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -2304,11 +2425,12 @@ "fields": { "name": "Bloodprice Splint", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "splint", @@ -2323,11 +2445,12 @@ "fields": { "name": "Bloodprice Studded-Leather", "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "studded-leather", @@ -2342,11 +2465,12 @@ "fields": { "name": "Bloodthirsty Battleaxe", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "battleaxe", "armor": null, @@ -2361,11 +2485,12 @@ "fields": { "name": "Bloodthirsty Blowgun", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "blowgun", "armor": null, @@ -2380,11 +2505,12 @@ "fields": { "name": "Bloodthirsty Crossbow Hand", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-hand", "armor": null, @@ -2399,11 +2525,12 @@ "fields": { "name": "Bloodthirsty Crossbow Heavy", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-heavy", "armor": null, @@ -2418,11 +2545,12 @@ "fields": { "name": "Bloodthirsty Crossbow Light", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-light", "armor": null, @@ -2437,11 +2565,12 @@ "fields": { "name": "Bloodthirsty Dagger", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -2456,11 +2585,12 @@ "fields": { "name": "Bloodthirsty Dart", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dart", "armor": null, @@ -2475,11 +2605,12 @@ "fields": { "name": "Bloodthirsty Glaive", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "glaive", "armor": null, @@ -2494,11 +2625,12 @@ "fields": { "name": "Bloodthirsty Greataxe", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greataxe", "armor": null, @@ -2513,11 +2645,12 @@ "fields": { "name": "Bloodthirsty Greatsword", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -2532,11 +2665,12 @@ "fields": { "name": "Bloodthirsty Halberd", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "halberd", "armor": null, @@ -2551,11 +2685,12 @@ "fields": { "name": "Bloodthirsty Handaxe", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "handaxe", "armor": null, @@ -2570,11 +2705,12 @@ "fields": { "name": "Bloodthirsty Javelin", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "javelin", "armor": null, @@ -2589,11 +2725,12 @@ "fields": { "name": "Bloodthirsty Lance", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "lance", "armor": null, @@ -2608,11 +2745,12 @@ "fields": { "name": "Bloodthirsty Longbow", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longbow", "armor": null, @@ -2627,11 +2765,12 @@ "fields": { "name": "Bloodthirsty Longsword", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -2646,11 +2785,12 @@ "fields": { "name": "Bloodthirsty Morningstar", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "morningstar", "armor": null, @@ -2665,11 +2805,12 @@ "fields": { "name": "Bloodthirsty Pike", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "pike", "armor": null, @@ -2684,11 +2825,12 @@ "fields": { "name": "Bloodthirsty Rapier", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -2703,11 +2845,12 @@ "fields": { "name": "Bloodthirsty Scimitar", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -2722,11 +2865,12 @@ "fields": { "name": "Bloodthirsty Shortbow", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortbow", "armor": null, @@ -2741,11 +2885,12 @@ "fields": { "name": "Bloodthirsty Shortsword", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -2760,11 +2905,12 @@ "fields": { "name": "Bloodthirsty Sickle", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "sickle", "armor": null, @@ -2779,11 +2925,12 @@ "fields": { "name": "Bloodthirsty Spear", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "spear", "armor": null, @@ -2798,11 +2945,12 @@ "fields": { "name": "Bloodthirsty Trident", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "trident", "armor": null, @@ -2817,11 +2965,12 @@ "fields": { "name": "Bloodthirsty Warpick", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "warpick", "armor": null, @@ -2836,11 +2985,12 @@ "fields": { "name": "Bloodthirsty Whip", "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -2855,11 +3005,12 @@ "fields": { "name": "Bloodwhisper Cauldron", "desc": "This ancient, oxidized cauldron sits on three stubby legs and has images of sacrifice and ritual cast into its iron sides. When filled with concoctions that contain blood, the bubbling cauldron seems to whisper secrets of ancient power to those bold enough to listen. While filled with blood, the cauldron has the following properties. Once filled, the cauldron can't be refilled again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -2874,11 +3025,12 @@ "fields": { "name": "Bludgeon of Nightmares", "desc": "You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon appears to be a mace of disruption, and an identify spell reveals it to be such. The first time you use this weapon to kill a creature that has an Intelligence score of 5 or higher, you begin having nightmares and disturbing visions that disrupt your rest. Each time you complete a long rest, you must make a Wisdom saving throw. The DC equals 10 + the total number of creatures with Intelligence 5 or higher that you've reduced to 0 hit points with this weapon. On a failure, you gain no benefits from that long rest, and you gain one level of exhaustion.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "mace", "armor": null, @@ -2893,11 +3045,12 @@ "fields": { "name": "Blue Rose", "desc": "The petals of this cerulean flower can be prepared into a compote and consumed. A single flower can make 3 doses. When you consume a dose, your Intelligence, Wisdom, and Charisma scores are reduced by 1 each. This reduction lasts until you finish a long rest. You can consume up to three doses as part of casting a spell, and you can choose to affect your spell with one of the following options for each dose you consumed: - If the spell is of the abjuration school, increase the save DC by 2.\n- If the spell has more powerful effects when cast at a higher level, treat the spell's effects as if you had cast the spell at one slot level higher than the spell slot you used.\n- The spell is affected by one of the following metamagic options, even if you aren't a sorcerer: heightened, quickened, or subtle. A spell can't be affected by the same option more than once, though you can affect one spell with up to three different options. If you consume one or more doses without casting a spell, you can choose to instead affect a spell you cast before you finish a long rest. In addition, consuming blue rose gives you some protection against spells. When a spellcaster you can see casts a spell, you can use your reaction to cause one of the following:\n- You have advantage on the saving throw against the spell if it is a spell of the abjuration school.\n- If the spell is counterspell or dispel magic, the DC increases by 2 to interrupt your spellcasting or to end a magic effect on you. You can use this reaction a number of times equal to the number of doses you consumed. At the end of each long rest, you must make a DC 13 Constitution saving throw. On a failed save, your Hit Dice maximum is reduced by 25 percent. This reduction affects only the number of Hit Dice you can use to regain hit points during a short rest; it doesn't reduce your hit point maximum. This reduction lasts until you recover from the addiction. If you have no remaining Hit Dice to lose, you suffer one level of exhaustion, and your Hit Dice are returned to 75 percent of your maximum Hit Dice. The process then repeats until you die from exhaustion or you recover from the addiction. On a successful save, your exhaustion level decreases by one level. If a successful saving throw reduces your level of exhaustion below 1, you recover from the addiction. A greater restoration spell or similar magic ends the addiction and its effects. Consuming at least one dose of blue rose again halts the effects of the addiction for 2 days, at which point you can consume another dose of blue rose to halt it again or the effects of the addiction continue as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -2912,11 +3065,12 @@ "fields": { "name": "Blue Willow Cloak", "desc": "This light cloak of fey silk is waterproof. While wearing this cloak in the rain, you can use your action to pull up the hood and become invisible for up to 1 hour. The effect ends early if you attack or cast a spell, if you use an action to pull down the hood, or if the rain stops. The cloak can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -2931,11 +3085,12 @@ "fields": { "name": "Bone Skeleton Key", "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -2950,11 +3105,12 @@ "fields": { "name": "Bone Whip", "desc": "This whip is constructed of humanoid vertebrae with their edges magically sharpened and pointed. The bones are joined together into a coiled line by strands of steel wire. The handle is half a femur wrapped in soft leather of tanned humanoid skin. You gain a +1 bonus to attack and damage rolls with this weapon. You can use an action to cause fiendish energy to coat the whip. For 1 minute, you gain 5 temporary hit points the first time you hit a creature on each turn. In addition, when you deal damage to a creature with this weapon, the creature must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the creature finishes a long rest. Once used, this property of the whip can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -2969,11 +3125,12 @@ "fields": { "name": "Bonebreaker Mace", "desc": "You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature. Often given to the grim enforcers of great necropolises, these weapons can reduce the walking dead to splinters with a single strike. When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "mace", "armor": null, @@ -2988,11 +3145,12 @@ "fields": { "name": "Book of Ebon Tides", "desc": "This strange, twilight-hued tome was written on pages of pure shadow weave, bound in traditional birch board covers wrapped with shadow goblin hide, and imbued with the memories of forests on the Plane of Shadow. Its covers often reflect light as if it were resting in a forest grove, and some owners swear that a goblin face appears on them now and again. The sturdy lock on one side opens only for wizards, elves, and Shadow Fey (see Tome of Beasts). The book has 15 charges, and it regains 2d6 + 3 expended charges daily in the twilight before dawn. If you expend the last charge, roll a 1d20. On a 1, the book retains its Ebon Tides and Shadow Lore properties but loses its Spells property. When the magic ritual completes, make an Intelligence (Arcana) check and consult the Terrain Changes table for the appropriate DCs. You can change the terrain in any one way listed at your result or lower. For example, if your result was 17, you could turn a small forest up to 30 feet across into a grassland, create a grove of trees up to 240 feet across, create a 6-foot-wide flowing stream, overgrow 1,500 feet of an existing road, or other similar option. Only natural terrain you can see can be affected; built structures, such as homes or castles, remain untouched, though roads and trails can be overgrown or hidden. On a failure, the terrain is unchanged. On a 1, an Overshadow (see Tome of Beasts 2) also appears and attacks you. On a 20, you can choose two options. Deities, Fey Lords and Ladies (see Tome of Beasts), archdevils, demon lords, and other powerful rulers in the Plane of Shadow can prevent these terrain modifications from happening in their presence or anywhere within their respective domains. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, illusion, or shadows, such as invisibility or major image. | DC | Effect |\n| --- | --------------------------------------------------------------------------------------------------- |\n| 8 | Obscuring a path and removing all signs of passage (30 feet per point over 7) |\n| 10 | Creating a grove of trees (30 feet across per point over 9) |\n| 11 | Creating or drying up a lake or pond (up to 10 feet across per point over 10) |\n| 12 | Creating a flowing stream (1 foot wide per point over 11) |\n| 13 | Overgrowing an existing road with brush or trees (300 feet per point over 12) |\n| 14 | Shifting a river to a new course (300 feet per point over 13) |\n| 15 | Moving a forest (300 feet per point over 14) |\n| 16 | Creating a small hill, riverbank, or cliff (10 feet tall per point over 15) |\n| 17 | Turning a small forest into grassland or clearing, or vice versa (30 feet across per point over 16) |\n| 18 | Creating a new river (10 feet wide per point over 17) |\n| 19 | Turning a large forest into grassland, or vice versa (300 feet across per point over 19) |\n| 20 | Creating a new mountain (1,000 feet high per point over 19) |\n| 21 | Drying up an existing river (reducing width by 10 feet per point over 20) |\n| 22 | Shrinking an existing hill or mountain (reducing 1,000 feet per point over 21) | Written by an elvish princess at the Court of Silver Words, this volume encodes her understanding and mastery of shadow. Whimsical illusions suffuse every page, animating its illuminated capital letters and ornamental figures. The book is a famous work among the sable elves of that plane, and it opens to the touch of any elfmarked or sable elf character.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3007,11 +3165,12 @@ "fields": { "name": "Book of Eibon", "desc": "This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel. The book holds the following spells: semblance of dread*, ectoplasm*, animate dead, speak with dead, emanation of Yoth*, green decay*, yellow sign*, eldritch communion*, create undead, gate, harm, astral projection, and Void rift*. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel. If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3026,11 +3185,12 @@ "fields": { "name": "Book Shroud", "desc": "When not bound to a book, this red leather book cover is embossed with images of eyes on every inch of its surface. When you wrap this cover around a tome, it shifts the book's appearance to a plain red cover with a title of your choosing and blank pages on which you can write. When viewing the wrapped book, other creatures see the plain red version with any contents you've written. A creature succeeding on a DC 15 Wisdom (Perception) check sees the real book and can remove the shroud.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3045,11 +3205,12 @@ "fields": { "name": "Bookkeeper Inkpot", "desc": "This glass vessel looks like an ordinary inkpot. A quill fashioned from an ostrich feather accompanies the inkpot. You can use an action to speak the inkpot's command word, targeting a Bookkeeper (see Creature Codex) that you can see within 10 feet of you. An unwilling bookkeeper must succeed on a DC 13 Charisma saving throw or be transferred to the inkpot, making you the bookkeeper's new “creator.” While the bookkeeper is contained within the inkpot, it suffers no harm due to being away from its bound book, but it can't use any of its actions or traits that apply to it being in a bound book. Dipping the quill in the inkpot and writing in a book binds the bookkeeper to the new book. If the inkpot is found as treasure, there is a 50 percent chance it contains a bookkeeper. An identify spell reveals if a bookkeeper is inside the inkpot before using the inkpot's ink.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3064,11 +3225,12 @@ "fields": { "name": "Bookmark of Eldritch Insight", "desc": "This cloth bookmark is inscribed with blurred runes that are hard to decipher. If you use this bookmark while researching ancient evils (such as arch-devils or demon lords) or otherworldly mysteries (such as the Void or the Great Old Ones) during a long rest, the bookmark crumbles to dust and grants you its knowledge. You double your proficiency bonus on Arcana, History, and Religion checks to recall lore about the subject of your research for the next 24 hours. If you don't have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are proficient only when recalling information about the subject of your research.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3083,11 +3245,12 @@ "fields": { "name": "Boots of Pouncing", "desc": "These soft leather boots have a collar made of Albino Death Weasel fur (see Creature Codex). While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher. Your speed is still reduced if you are encumbered or wearing heavy armor. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3102,11 +3265,12 @@ "fields": { "name": "Boots of Quaking", "desc": "While wearing these steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone. In addition, while wearing these boots, you can cast earthquake, requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can't do so again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3121,11 +3285,12 @@ "fields": { "name": "Boots of Solid Footing", "desc": "A thick, rubbery sole covers the bottoms and sides of these stout leather boots. They are useful for maneuvering in cluttered alleyways, slick sewers, and the occasional patch of ice or gravel. While you wear these boots, you can use a bonus action to speak the command word. If you do, nonmagical difficult terrain doesn't cost you extra movement when you walk across it wearing these boots. If you speak the command word again as a bonus action, you end the effect. When the boots' property has been used for a total of 1 minute, the magic ceases to function until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3140,11 +3305,12 @@ "fields": { "name": "Boots of the Grandmother", "desc": "While wearing these boots, you have proficiency in the Stealth skill if you don't already have it, and you double your proficiency bonus on Dexterity (Stealth) checks. As an action, you can drip three drops of fresh blood onto the boots to ease your passage through the world. For 1d6 hours, you and your allies within 30 feet of you ignore difficult terrain. Once used, this property can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3159,11 +3325,12 @@ "fields": { "name": "Boots of the Swift Striker", "desc": "While you wear these boots, your walking speed increases by 10 feet. In addition, when you take the Dash action while wearing these boots, you can make a single weapon attack at the end of your movement. You can't continue moving after making this attack.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3178,11 +3345,12 @@ "fields": { "name": "Bottled Boat", "desc": "This clear glass bottle contains a tiny replica of a wooden rowboat down to the smallest detail, including two stout oars, a miniature coil of hemp rope, a fishing net, and a small cask. You can use an action to break the bottle, destroying the bottle and releasing its contents. The rowboat and all of the items emerge as full-sized, normal, and permanent items of their type, which includes 50 feet of hempen rope, a cask containing 20 gallons of fresh water, two oars, and a 12-foot-long rowboat.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3197,11 +3365,12 @@ "fields": { "name": "Bountiful Cauldron", "desc": "If this small, copper cauldron is filled with water and a half pound of meat, vegetables, or other foodstuffs then placed over a fire, it produces a simple, but hearty stew that provides one creature with enough nourishment to sustain it for one day. As long as the food is kept within the cauldron with the lid on, the food remains fresh and edible for up to 24 hours, though it grows cold unless reheated.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3216,11 +3385,12 @@ "fields": { "name": "Box of Secrets", "desc": "This well-made, cubical box appears to be a normal container that can hold as much as a normal chest. However, each side of the chest is a lid that can be opened on cunningly concealed hinges. A successful DC 15 Wisdom (Perception) check notices that the sides can be opened. When you use an action to turn the box so a new side is facing up, and speak the command word before opening the lid, the current contents of the chest slip into an interdimensional space, leaving it empty once more. You can use an action to fill the box again, then turn it over to a new side and open it, again sending the contents to the interdimensional space. This can be done up to six times, once for each side of the box. To gain access to a particular batch of contents, the correct side must be facing up, and you must use an action to speak the command word as you open the lid on that side. A box of secrets is often crafted with specific means of telling the sides apart, such as unique carvings on each side, or having each side painted a different color. If any side of the box is destroyed completely, the contents that were stored through that side are lost. Likewise, if the entire box is destroyed, the contents are lost forever.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3235,11 +3405,12 @@ "fields": { "name": "Bracelet of the Fire Tender", "desc": "This bracelet is made of thirteen small, roasted pinecones lashed together with lengths of dried sinew. It smells of pine and woodsmoke. It is uncomfortable to wear over bare skin. While wearing this bracelet, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when looking in areas lightly obscured by nonmagical smoke or fog.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3254,11 +3425,12 @@ "fields": { "name": "Braid Whip Clasp", "desc": "This intricately carved ivory clasp can be wrapped around or woven into braided hair 3 feet or longer. While the clasp is attached to your braided hair, you can speak its command word as a bonus action and transform your braid into a dangerous whip. If you speak the command word again, you end the effect. You gain a +1 bonus to attack and damage rolls made with this magic whip. When the clasp's property has been used for a total of 10 minutes, you can't use it to transform your braid into a whip again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3273,11 +3445,12 @@ "fields": { "name": "Brain Juice", "desc": "This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures, such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6 + 4 expended spell slots. On a failed save, the drinker is afflicted with short-term madness for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it is afflicted with long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3292,11 +3465,12 @@ "fields": { "name": "Brass Clockwork Staff", "desc": "This curved staff is made of coiled brass and glass wire. You can use an action to speak one of three command words and throw the staff on the ground within 10 feet of you. The staff transforms into one of three wireframe creatures, depending on the command word: a unicorn, a hound, or a swarm of tiny beetles. The wireframe creature or swarm is under your control and acts on its own initiative count. On your turn, you can mentally command the wireframe creature or swarm if it is within 60 feet of you and you aren't incapacitated. You decide what action the creature takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. The wireframe unicorn lasts for up to 1 hour, uses the statistics of a warhorse, and can be used as a mount. The wireframe hound lasts for up to 5 minutes, uses the statistics of a dire wolf, and has advantage to track any creature you damaged within the past hour. The wireframe beetle swarm lasts for up to 1 minute, uses the statistics of a swarm of beetles, and can destroy nonmagical objects that aren't being worn or carried and that aren't made of stone or metal (destruction happens at a rate of 1 pound of material per round, up to a maximum of 10 pounds). At the end of the duration, the wireframe creature or swarm reverts to its staff form. It reverts to its staff form early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. If it reverts to its staff form early by being reduced to 0 hit points, the staff becomes inert and unusable until the third dawn after the creature was killed. Otherwise, the wireframe creature or swarm has all of its hit points when you transform the staff into the creature again. When a wireframe creature or swarm becomes the staff again, this property of the staff can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -3311,11 +3485,12 @@ "fields": { "name": "Brass Snake Ball", "desc": "Most commonly used by assassins to strangle sleeping victims, this heavy, brass ball is 6 inches across and weighs approximately 15 pounds. It has the image of a coiled snake embossed around it. You can use an action to command the orb to uncoil into a brass snake approximately 6 feet long and 3 inches thick. You can direct it by telepathic command to attack any creature within your line of sight. Use the statistics for the constrictor snake, but use Armor Class 14 and increase the challenge rating to 1/2 (100 XP). The snake can stay animate for up to 5 minutes or until reduced to 0 hit points. Being reduced to 0 hit points causes the snake to revert to orb form and become inert for 1 week. If damaged but not reduced to 0 hit points, the snake has full hit points when summoned again. Once you have used the orb to become a snake, it can't be used again until the next sunset.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3330,11 +3505,12 @@ "fields": { "name": "Brawler's Leather", "desc": "These rawhide straps have lines of crimson runes running along their length. They require 10 minutes of bathing them in salt water before carefully wrapping them around your forearms. Once fitted, you gain a +1 bonus to attack and damage rolls made with unarmed strikes. The straps become brittle with use. After you have dealt damage with unarmed strike attacks 10 times, the straps crumble away.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3349,11 +3525,12 @@ "fields": { "name": "Brawn Armor", "desc": "This armor was crafted from the hide of an ancient grizzly bear. While wearing it, you gain a +1 bonus to AC, and you have advantage on grapple checks. The armor has 3 charges. You can use a bonus action to expend 1 charge to deal your unarmed strike damage to a creature you are grappling. The armor regains all expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -3368,11 +3545,12 @@ "fields": { "name": "Brazen Band", "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3387,11 +3565,12 @@ "fields": { "name": "Brazen Bulwark", "desc": "This rectangular shield is plated with polished brass and resembles a crenelated tower. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3406,11 +3585,12 @@ "fields": { "name": "Breaker Lance", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you attack an object or structure with this magic lance and hit, maximize your weapon damage dice against the target. The lance has 3 charges. As part of an attack action with the lance, you can expend a charge while striking a barrier created by a spell, such as a wall of fire or wall of force, or an entryway protected by the arcane lock spell. You must make a Strength check against a DC equal to 10 + the spell's level. On a successful check, the spell ends. The lance regains 1d3 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "lance", "armor": null, @@ -3425,11 +3605,12 @@ "fields": { "name": "Breastplate of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3444,11 +3625,12 @@ "fields": { "name": "Breastplate of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3463,11 +3645,12 @@ "fields": { "name": "Breastplate of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3482,11 +3665,12 @@ "fields": { "name": "Breathing Reed", "desc": "This tiny river reed segment is cool to the touch. If you chew the reed while underwater, it provides you with enough air to breathe for up to 10 minutes. At the end of the duration, the reed loses its magic and can be harmlessly swallowed or spit out.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3501,11 +3685,12 @@ "fields": { "name": "Briarthorn Bracers", "desc": "These leather bracers are inscribed with Elvish runes. While wearing these bracers, you gain a +1 bonus to AC if you are using no shield. In addition, while in a forest, nonmagical difficult terrain costs you no extra movement.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3520,11 +3705,12 @@ "fields": { "name": "Broken Fang Talisman", "desc": "This talisman is a piece of burnished copper, shaped into a curved fang with a large crack through the middle. While wearing the talisman, you can use an action to cast the encrypt / decrypt (see Deep Magic for 5th Edition) spell. The talisman can't be used this way again until 1 hour has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3539,11 +3725,12 @@ "fields": { "name": "Broom of Sweeping", "desc": "You can use an action to speak the broom's command word and give it short instructions consisting of a few words, such as “sweep the floor” or “dust the cabinets.” The broom can clean up to 5 cubic feet each minute and continues cleaning until you use another action to deactivate it. The broom can't climb barriers higher than 5 feet and can't open doors.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3558,11 +3745,12 @@ "fields": { "name": "Brotherhood of Fezzes", "desc": "This trio of fezzes works only if all three hats are worn within 60 feet of each other by creatures of the same size. If one of the hats is removed or moves further than 60 feet from the others or if creatures of different sizes are wearing the hats, the hats' magic temporarily ceases. While three creatures of the same size wear these fezzes within 60 feet of each other, each creature can use its action to cast the alter self spell from it at will. However, all three wearers of the fezzes are affected as if the same spell was simultaneously cast on each of them, making each wearer appear identical to the other. For example, if one Medium wearer uses an action to change its appearance to that of a specific elf, each other wearer's appearance changes to look like the exact same elf.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3577,11 +3765,12 @@ "fields": { "name": "Brown Honey Buckle", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3596,11 +3785,12 @@ "fields": { "name": "Bubbling Retort", "desc": "This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper. You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last for 1d4 + 1 rounds. While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3615,11 +3805,12 @@ "fields": { "name": "Buckle of Blasting", "desc": "This soot-colored steel buckle has an exploding flame etched into its surface. It can be affixed to any common belt. While wearing this buckle, you have resistance to force damage. In addition, the buckle has 5 charges, and it regains 1d4 + 1 charges daily at dawn. It has the following properties.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3634,11 +3825,12 @@ "fields": { "name": "Bullseye Arrow", "desc": "This arrow has bright red fletching and a blunt, red tip. You gain a +1 bonus to attack rolls made with this magic arrow. On a hit, the arrow deals no damage, but it paints a magical red dot on the target for 1 minute. While the dot lasts, the target takes an extra 1d4 damage of the weapon's type from any ranged attack that hits it. In addition, ranged weapon attacks against the target score a critical hit on a roll of 19 or 20. When this arrow hits a target, the arrow vanishes in a flash of red light and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3653,11 +3845,12 @@ "fields": { "name": "Burglar's Lock and Key", "desc": "This heavy iron lock bears a stout, pitted key permanently fixed in the keyhole. As an action, you can twist the key counterclockwise to instantly open one door, chest, bag, bottle, or container of your choice within 30 feet. Any container or portal weighing more than 30 pounds or restrained in any way (latched, bolted, tied, or the like) automatically resists this effect.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3672,11 +3865,12 @@ "fields": { "name": "Burning Skull", "desc": "This appallingly misshapen skull—though alien and monstrous in aspect—is undeniably human, and it is large and hollow enough to be worn as a helm by any Medium humanoid. The skull helm radiates an unholy spectral aura, which sheds dim light in a 10-foot radius. According to legends, gazing upon a burning skull freezes the blood and withers the brain of one who understands not its mystery.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3691,11 +3885,12 @@ "fields": { "name": "Butter of Disbelief", "desc": "This stick of magical butter is carved with arcane runes and never melts or spoils. It has 3 charges. While holding this butter, you can use an action to slice off a piece and expend 1 charge to cast the grease spell (save DC 13) from it. The grease that covers the ground looks like melted butter. The butter regains all expended charges daily at dawn. If you expend the last charge, the butter disappears.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3710,11 +3905,12 @@ "fields": { "name": "Buzzing Battleaxe", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "battleaxe", "armor": null, @@ -3729,11 +3925,12 @@ "fields": { "name": "Buzzing Greataxe", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greataxe", "armor": null, @@ -3748,11 +3945,12 @@ "fields": { "name": "Buzzing Greatsword", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -3767,11 +3965,12 @@ "fields": { "name": "Buzzing Handaxe", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "handaxe", "armor": null, @@ -3786,11 +3985,12 @@ "fields": { "name": "Buzzing Longsword", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -3805,11 +4005,12 @@ "fields": { "name": "Buzzing Rapier", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -3824,11 +4025,12 @@ "fields": { "name": "Buzzing Scimitar", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -3843,11 +4045,12 @@ "fields": { "name": "Buzzing Shortsword", "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -3862,11 +4065,12 @@ "fields": { "name": "Candied Axe", "desc": "This battleaxe bears a golden head spun from crystalized honey. Its wooden handle is carved with reliefs of bees. You gain a +2 bonus to attack and damage rolls made with this magic weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "battleaxe", "armor": null, @@ -3881,11 +4085,12 @@ "fields": { "name": "Candle of Communion", "desc": "This black candle burns with an eerie, violet flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle's flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3900,11 +4105,12 @@ "fields": { "name": "Candle of Summoning", "desc": "This black candle burns with an eerie, green flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell (save DC 15) with it. Doing so destroys the candle.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3919,11 +4125,12 @@ "fields": { "name": "Candle of Visions", "desc": "This black candle burns with an eerie, blue flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle's smoke. Doing so destroys the candle.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3938,11 +4145,12 @@ "fields": { "name": "Cap of Thorns", "desc": "Donning this thorny wooden circlet causes it to meld with your scalp. It can be removed only upon your death or by a remove curse spell. The cap ingests some of your blood, dealing 2d4 piercing damage. After this first feeding, the thorns feed once per day for 1d4 piercing damage. Once per day, you can sacrifice 1 hit point per level you possess to cast a special entangle spell made of thorny vines. Charisma is your spellcasting ability for this effect. Restrained creatures must make a successful Charisma saving throw or be affected by a charm person spell as thorns pierce their body. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails three consecutive saves, the thorns become deeply rooted and the charmed effect is permanent until remove curse or similar magic is cast on the target.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3957,11 +4165,12 @@ "fields": { "name": "Cape of Targeting", "desc": "You gain a +1 bonus to AC while wearing this long, flowing cloak. Whenever you are within 10 feet of more than two creatures, it subtly and slowly shifts its color to whatever the creatures nearest you find the most irritating. While within 5 feet of a hostile creature, you can use a bonus action to speak the cloak's command word to activate it, allowing your allies' ranged attacks to pass right through you. For 1 minute, each friendly creature that makes a ranged attack against a hostile creature within 5 feet of you has advantage on the attack roll. Each round the cloak is active, it enthusiastically and telepathically says “shoot me!” in different tones and cadences into the minds of each friendly creature that can see you and the cloak. The cloak can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3976,11 +4185,12 @@ "fields": { "name": "Captain's Flag", "desc": "This red and white flag adorned with a white anchor is made of velvet that never seems to fray in strong wings. When mounted and flown on a ship, the flag changes to the colors and symbol of the ship's captain and crew. While this flag is mounted on a ship, the captain and its allies have advantage on saving throws against being charmed or frightened. In addition, when the captain is reduced to 0 hit points while on the ship where this flag flies, each ally of the captain has advantage on its attack rolls until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -3995,11 +4205,12 @@ "fields": { "name": "Captain's Goggles", "desc": "These copper and glass goggles are prized by air and sea captains across the world. The goggles are designed to repel water and never fog. After attuning to the goggles, your name (or preferred moniker) appears on the side of the goggles. While wearing the goggles, you can't suffer from exhaustion.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4014,11 +4225,12 @@ "fields": { "name": "Case of Preservation", "desc": "This item appears to be a standard map or scroll case fashioned of well-oiled leather. You can store up to ten rolled-up sheets of paper or five rolled-up sheets of parchment in this container. While ensconced in the case, the contents are protected from damage caused by fire, exposure to water, age, or vermin.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4033,11 +4245,12 @@ "fields": { "name": "Cataloguing Book", "desc": "This nondescript book contains statistics and details on various objects. Libraries often use these tomes to assist visitors in finding the knowledge contained within their stacks. You can use an action to touch the book to an object you wish to catalogue. The book inscribes the object's name, provided by you, on one of its pages and sketches a rough illustration to accompany the object's name. If the object is a magic item or otherwise magic-imbued, the book also inscribes the object's properties. The book becomes magically connected to the object, and its pages denote the object's current location, provided the object is not protected by nondetection or other magic that thwarts divination magic. When you attune to this book, its previously catalogued contents disappear.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4052,11 +4265,12 @@ "fields": { "name": "Catalyst Oil", "desc": "This special elemental compound draws on nearby energy sources. Catalyst oils are tailored to one specific damage type (not including bludgeoning, piercing, or slashing damage) and have one dose. Whenever a spell or effect of this type goes off within 60 feet of a dose of catalyst oil, the oil catalyzes and becomes the spell's new point of origin. If the spell affects a single target, its original point of origin becomes the new target. If the spell's area is directional (such as a cone or a cube) you determine the spell's new direction. This redirected spell is easier to evade. Targets have advantage on saving throws against the spell, and the caster has disadvantage on the spell attack roll.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4071,11 +4285,12 @@ "fields": { "name": "Celestial Charter", "desc": "Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the celestial, negotiating a service from it in exchange for a reward. The celestial is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the celestial, the truce is broken, and the creature can act normally. If the celestial refuses the offer, it is free to take any actions it wishes. Should you and the celestial reach an agreement that is satisfactory to both parties, you must sign the charter and have the celestial do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the celestial to the agreement until its service is rendered and the reward paid, at which point the scroll vanishes in a bright flash of light. A celestial typically attempts to fulfill its end of the bargain as best it can, and it is angry if you exploit any loopholes or literal interpretations to your advantage. If either party breaks the bargain, that creature immediately takes 10d6 radiant damage, and the charter is destroyed, ending the contract.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4090,11 +4305,12 @@ "fields": { "name": "Celestial Sextant", "desc": "The ancient elves constructed these sextants to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the sextant, you can spend 1 minute using the sextant to determine your latitude and longitude, provided you can see the sun or stars. You can use an action steer up to four vessels that are within 1 mile of the sextant, provided their crews are willing. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4109,11 +4325,12 @@ "fields": { "name": "Censer of Dark Shadows", "desc": "This enchanted censer paints the air with magical, smoky shadow. While holding the censer, you can use an action to speak its command word, causing the censer to emit shadow in a 30-foot radius for 1 hour. Bright light and sunlight within this area is reduced to dim light, and dim light within this area is reduced to magical darkness. The shadow spreads around corners, and nonmagical light can't illuminate this shadow. The shadow emanates from the censer and moves with it. Completely enveloping the censer within another sealed object, such as a lidded pot or a leather bag, blocks the shadow. If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Once the censer is used to emit shadow, it can't do so again until the next dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4128,11 +4345,12 @@ "fields": { "name": "Centaur Wrist-Wraps", "desc": "These leather and fur wraps are imbued with centaur shamanic magic. The wraps are stained a deep amber color, and intricate motifs painted in blue seem to float above the surface of the leather. While wearing these wraps, you can call on their magic to reroll an attack made with a shortbow or longbow. You must use the new roll. Once used, the wraps must be held in wood smoke for 15 minutes before they can be used in this way again.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4147,11 +4365,12 @@ "fields": { "name": "Cephalopod Breastplate", "desc": "This bronze breastplate depicts two krakens fighting. While wearing this armor, you gain a +1 bonus to AC. You can use an action to speak the armor's command word to release a cloud of black mist (if above water) or black ink (if underwater). It billows out from you in a 20-foot-radius cloud of mist or ink. The area is heavily obscured for 1 minute, although a wind of moderate or greater speed (at least 10 miles per hour) or a significant current disperses it. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -4166,11 +4385,12 @@ "fields": { "name": "Ceremonial Sacrificial Knife", "desc": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -4185,11 +4405,12 @@ "fields": { "name": "Chain Mail of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4204,11 +4425,12 @@ "fields": { "name": "Chain Mail of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4223,11 +4445,12 @@ "fields": { "name": "Chain Mail of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4242,11 +4465,12 @@ "fields": { "name": "Chain Shirt of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4261,11 +4485,12 @@ "fields": { "name": "Chain Shirt of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4280,11 +4505,12 @@ "fields": { "name": "Chain Shirt of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4299,11 +4525,12 @@ "fields": { "name": "Chainbreaker Greatsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -4318,11 +4545,12 @@ "fields": { "name": "Chainbreaker Longsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -4337,11 +4565,12 @@ "fields": { "name": "Chainbreaker Rapier", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -4356,11 +4585,12 @@ "fields": { "name": "Chainbreaker Scimitar", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -4375,11 +4605,12 @@ "fields": { "name": "Chainbreaker Shortsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -4394,11 +4625,12 @@ "fields": { "name": "Chalice of Forbidden Ecstasies", "desc": "The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice can't be used again until the next dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4413,11 +4645,12 @@ "fields": { "name": "Chalk of Exodus", "desc": "This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a 1d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4432,11 +4665,12 @@ "fields": { "name": "Chamrosh Salve", "desc": "This 3-inch-diameter ceramic jar contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur. The jar is a glorious gold-white, resembling the shimmering fur of a Chamrosh (see Tome of Beasts 2), the holy hound from which this salve gets its name. As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4451,11 +4685,12 @@ "fields": { "name": "Charlatan's Veneer", "desc": "This silken scarf is a more powerful version of the Commoner's Veneer (see page 128). When in an area containing 12 or more humanoids, Wisdom (Perception) checks to spot you have disadvantage. You can use a bonus action to call on the power in the scarf to invoke a sense of trust in those to whom you speak. If you do so, you have advantage on the next Charisma (Persuasion) check you make against a humanoid while you are in an area containing 12 or more humanoids. In addition, while wearing the scarf, you can use modify memory on a humanoid you have successfully persuaded in the last 24 hours. The scarf can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4470,11 +4705,12 @@ "fields": { "name": "Charm of Restoration", "desc": "This fist-sized ball of tightly-wound green fronds contains the bark of a magical plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4489,11 +4725,12 @@ "fields": { "name": "Chieftain's Axe", "desc": "Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "battleaxe", "armor": null, @@ -4508,11 +4745,12 @@ "fields": { "name": "Chillblain Breastplate", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -4527,11 +4765,12 @@ "fields": { "name": "Chillblain Chain Mail", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -4546,11 +4785,12 @@ "fields": { "name": "Chillblain Chain Shirt", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-shirt", @@ -4565,11 +4805,12 @@ "fields": { "name": "Chillblain Half Plate", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "half-plate", @@ -4584,11 +4825,12 @@ "fields": { "name": "Chillblain Plate", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -4603,11 +4845,12 @@ "fields": { "name": "Chillblain Ring Mail", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "ring-mail", @@ -4622,11 +4865,12 @@ "fields": { "name": "Chillblain Scale Mail", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -4641,11 +4885,12 @@ "fields": { "name": "Chillblain Splint", "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "splint", @@ -4660,11 +4905,12 @@ "fields": { "name": "Chronomancer's Pocket Clock", "desc": "This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4679,11 +4925,12 @@ "fields": { "name": "Cinch of the Wolfmother", "desc": "This belt is made of the treated and tanned intestines of a dire wolf, enchanted to imbue those who wear it with the ferocity and determination of the wolf. While wearing this belt, you can use an action to cast the druidcraft or speak with animals spell from it at will. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. If you are reduced to 0 hit points while attuned to the belt and fail two death saving throws, you die immediately as your body violently erupts in a shower of blood, and a dire wolf emerges from your entrails. You assume control of the dire wolf, and it gains additional hit points equal to half of your maximum hit points prior to death. The belt then crumbles and is destroyed. If the wolf is targeted by a remove curse spell, then you are reborn when the wolf dies, just as the wolf was born when you died. However, if the curse remains after the wolf dies, you remain dead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4698,11 +4945,12 @@ "fields": { "name": "Circlet of Holly", "desc": "While wearing this circlet, you gain the following benefits: - **Language of the Fey**. You can speak and understand Sylvan. - **Friend of the Fey.** You have advantage on ability checks to interact socially with fey creatures.\n- **Poison Sense.** You know if any food or drink you are holding contains poison.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4717,11 +4965,12 @@ "fields": { "name": "Circlet of Persuasion", "desc": "While wearing this circlet, you have advantage on Charisma (Persuasion) checks.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4736,11 +4985,12 @@ "fields": { "name": "Clacking Teeth", "desc": "Taken from a Fleshspurned (see Tome of Beasts 2), a toothy ghost, this bony jaw holds oversized teeth that sweat ectoplasm. The jaw has 3 charges and regains 1d3 expended charges daily at dusk. While holding the jaw, you can use an action to expend 1 of its charges and choose a target within 30 feet of you. The jaw's teeth clatter together, and the target must succeed on a DC 15 Wisdom saving throw or be confused for 1 minute. While confused, the target acts as if under the effects of the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4755,11 +5005,12 @@ "fields": { "name": "Clamor Bell", "desc": "You can affix this small, brass bell to an object with the leather cords tied to its top. If anyone other than you picks up, interacts with, or uses the object without first speaking the bell's command word, it rings for 5 minutes or until you touch it and speak the command word again. The ringing is audible 100 feet away. If a creature takes an action to cut the bindings holding the bell onto the object, the bell ceases ringing 1 round after being released from the object.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4774,11 +5025,12 @@ "fields": { "name": "Clarifying Goggles", "desc": "These goggles contain a lens of slightly rippled blue glass that turns clear underwater. While wearing these goggles underwater, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when peering through silt, murk, or other natural underwater phenomena that would ordinarily lightly obscure your vision. While wearing these goggles above water, your vision is lightly obscured.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4793,11 +5045,12 @@ "fields": { "name": "Cleaning Concoction", "desc": "This fresh-smelling, clear green liquid can cover a Medium or smaller creature or object (or matched set of objects, such as a suit of clothes or pair of boots). Applying the liquid takes 1 minute. It removes soiling, stains, and residue, and it neutralizes and removes odors, unless those odors are particularly pungent, such as in skunks or creatures with the Stench trait. Once the potion has cleaned the target, it evaporates, leaving the creature or object both clean and dry.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4812,11 +5065,12 @@ "fields": { "name": "Cloak of Coagulation", "desc": "While wearing this rust red cloak, your blood quickly clots. When you are subjected to an effect that causes additional damage on subsequent rounds due to bleeding, blood loss, or continual necrotic damage, such as a horned devil's tail attack or a sword of wounding, the effect ceases after a single round of damage. For example, if a stirge hits you with its proboscis, you take the initial damage, plus the damage from blood loss on the following round, after which the wound clots, the stirge detaches, and you take no further damage. The cloak doesn't prevent a creature from using such an attack or effect again; a horned devil or a stirge can attack you again, though the cloak will continue to stop any recurring effects after a single round.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4831,11 +5085,12 @@ "fields": { "name": "Cloak of Petals", "desc": "This delicate cloak is covered in an array of pink, purple, and yellow flowers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide in areas containing flowering plants. The cloak has 3 charges. When a creature you can see targets you with an attack, you can use your reaction to expend 1 of its charges to release a shower of petals from the cloak. If you do so, the attacker has disadvantage on the attack roll. The cloak regains 1d3 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4850,11 +5105,12 @@ "fields": { "name": "Cloak of Sails", "desc": "The interior of this simple, black cloak looks like white sailcloth. While wearing this cloak, you gain a +1 bonus to AC and saving throws. You lose this bonus while using the cloak's Sailcloth property.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4869,11 +5125,12 @@ "fields": { "name": "Cloak of Squirrels", "desc": "This wool brocade cloak features a repeating pattern of squirrel heads and tree branches. It has 3 charges and regains all expended charges daily at dawn. While wearing this cloak, you can use an action to expend 1 charge to cast the legion of rabid squirrels spell (see Deep Magic for 5th Edition) from it. You don't need to be in a forest to cast the spell from this cloak, as the squirrels come from within the cloak. When the spell ends, the swarm vanishes back inside the cloak.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4888,11 +5145,12 @@ "fields": { "name": "Cloak of the Bearfolk", "desc": "While wearing this cloak, your Constitution score is 15, and you have proficiency in the Athletics skill. The cloak has no effect if you already have proficiency in this skill or if your Constitution score is already 15 or higher.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4907,11 +5165,12 @@ "fields": { "name": "Cloak of the Eel", "desc": "While wearing this rough, blue-gray leather cloak, you have a swimming speed of 40 feet. When you are hit with a melee weapon attack while wearing this cloak, you can use your reaction to generate a powerful electric charge. The attacker must succeed on a DC 13 Dexterity saving throw or take 2d6 lightning damage. The attacker has disadvantage on the saving throw if it hits you with a metal weapon. The cloak can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4926,11 +5185,12 @@ "fields": { "name": "Cloak of the Empire", "desc": "This voluminous grey cloak has bright red trim and the sigil from an unknown empire on its back. The cloak is stiff and doesn't fold as easily as normal cloth. Whenever you are struck by a ranged weapon attack, you can use a reaction to reduce the damage from that attack by your Charisma modifier (minimum of 1).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4945,11 +5205,12 @@ "fields": { "name": "Cloak of the Inconspicuous Rake", "desc": "This cloak is spun from simple gray wool and closed with a plain, triangular copper clasp. While wearing this cloak, you can use a bonus action to make yourself forgettable for 5 minutes. A creature that sees you must make a DC 15 Intelligence saving throw as soon as you leave its sight. On a failure, the witness remembers seeing a person doing whatever you did, but it doesn't remember details about your appearance or mannerisms and can't accurately describe you to another. Creatures with truesight aren't affected by this cloak. The cloak can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4964,11 +5225,12 @@ "fields": { "name": "Cloak of the Ram", "desc": "While wearing this cloak, you can use an action to transform into a mountain ram (use the statistics of a giant goat). This effect works like the polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores. You can use an action to transform back into your original form. Each time you transform into a ram in a single day, you retain the hit points you had the last time you transformed. If you were reduced to 0 hit points the last time you were a ram, you can't become a ram again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -4983,11 +5245,12 @@ "fields": { "name": "Cloak of the Rat", "desc": "While wearing this gray garment, you have a +5 bonus to your passive Wisdom (Perception) score.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5002,11 +5265,12 @@ "fields": { "name": "Cloak of Wicked Wings", "desc": "From a distance, this long, black cloak appears to be in tatters, but a closer inspection reveals that it is sewn from numerous scraps of cloth and shaped like bat wings. While wearing this cloak, you can use your action to cast polymorph on yourself, transforming into a swarm of bats. While in the form of a swarm of bats, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. If you are a druid with the Wild Shape feature, this transformation instead lasts as long as your Wild Shape lasts. The cloak can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5021,11 +5285,12 @@ "fields": { "name": "Clockwork Gauntlet", "desc": "This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the gauntlet, you can expend 1 charge as a bonus action to force the ram in the gauntlets to slam a creature within 5 feet of you. The ram thrusts out from the gauntlet and makes its attack with a +5 bonus. On a hit, the target takes 2d8 bludgeoning damage, and it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5040,11 +5305,12 @@ "fields": { "name": "Clockwork Hand", "desc": "A beautiful work of articulate brass, this prosthetic clockwork hand (or hands) can't be worn if you have both of your hands. While wearing this hand, you gain a +2 bonus to damage with melee weapon attacks made with this hand or weapons wielded in this hand.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5059,11 +5325,12 @@ "fields": { "name": "Clockwork Hare", "desc": "Gifted by a deity of time and clockwork, these simple-seeming trinkets portend some momentous event. The figurine resembles a hare with a clock in its belly. You can use an action to press the ears down and activate the clock, which spins chaotically. The hare emits a field of magic in a 30- foot radius from it for 1 hour. The field moves with the hare, remaining centered on it. While within the field, you and up to 5 willing creatures of your choice exist outside the normal flow of time, and all other creatures and objects are frozen in time. If an affected creature moves outside the field, the creature immediately becomes frozen in time until it is in the field again. The field ends early if an affected creature attacks, touches, alters, or has any other physical or magical impact on a creature, or an object being worn or carried by a creature, that is frozen in time. When the field ends, the figurine turns into a nonmagical, living white hare that goes bounding off into the distance, never to be seen again.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5078,11 +5345,12 @@ "fields": { "name": "Clockwork Mace of Divinity", "desc": "This clockwork mace is composed of several different metals. While attuned to this magic weapon, you have proficiency with it. As a bonus action, you can command the mace to transform into a trident. When you hit with an attack using this weapon's trident form, the target takes an extra 1d6 radiant damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "mace", "armor": null, @@ -5097,11 +5365,12 @@ "fields": { "name": "Clockwork Mynah Bird", "desc": "This mechanical brass bird is nine inches long from the tip of its beak to the end of its tail, and it can become active for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. If you use your action to speak the first command word (“listen” in Ignan), it cocks its head and listens intently to all nearby sounds with a passive Wisdom (Perception) of 17 for up to 10 minutes. When you give the second command word (“speak”), it repeats back what it heard in a metallic-sounding—though reasonably accurate—portrayal of the sounds. You can use the clockwork mynah bird to relay sounds and conversations it has heard to others. As an action, you can command the mynah to fly to a location it has previously visited within 1 mile. It waits at the location for up to 1 hour for someone to command it to speak. At the end of the hour or after it speaks its recording, it returns to you. The clockwork mynah bird has an Armor Class of 14, 5 hit points, and a flying speed of 50 feet.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5116,11 +5385,12 @@ "fields": { "name": "Clockwork Pendant", "desc": "This pendant resembles an ornate, miniature clock and has 3 charges. While holding this pendant, you can expend 1 charge as an action to cast the blur, haste, or slow spell (save DC 15) from it. The spell's duration changes to 3 rounds, and it doesn't require concentration. You can have only one spell active at a time. If you cast another, the previous spell effect ends. It regains 1d3 expended charges daily at dawn. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, it creates a temporal distortion for 1d4 rounds. For the duration, each creature and object that enters or starts its turn within 10 feet of the pendant has immunity to all damage, all spells, and all other physical or magical effects but is otherwise able to move and act normally. If a creature moves further than 10 feet from the pendant, these effects end for it. At the end of the duration, the pendant crumbles to dust.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5135,11 +5405,12 @@ "fields": { "name": "Clockwork Rogue Ring", "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5154,11 +5425,12 @@ "fields": { "name": "Clockwork Spider Cloak", "desc": "This hooded cloak is made from black spider silk and has thin brass ribbing stitched on the inside. It has 3 charges. While wearing the cloak, you gain a +2 bonus on Dexterity (Stealth) checks. As an action, you can expend 1 charge to animate the brass ribs into articulated spider legs 1 inch thick and 6 feet long for 1 minute. You can use the charges in succession. The spider legs allow you to climb at your normal walking speed, and you double your proficiency bonus and gain advantage on any Strength (Athletics) checks made for slippery or difficult surfaces. The cloak regains 1d3 charges each day at sunset.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5173,11 +5445,12 @@ "fields": { "name": "Coffer of Memory", "desc": "This small golden box resembles a jewelry box and is easily mistaken for a common trinket. When attuned to the box, its owner can fill the box with mental images of important events lasting no more than 1 minute each. Any number of memories can be stored this way. These images are similar to a slide show from the bearer's point of view. On a command from its owner, the box projects a mental image of a requested memory so that whoever is holding the box at that moment can see it. If a coffer of memory is found with memories already stored inside it, a newly-attuned owner can view a randomly-selected stored memory with a successful DC 15 Charisma check.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5192,11 +5465,12 @@ "fields": { "name": "Collar of Beast Armor", "desc": "This worked leather collar has stitching in the shapes of various animals. While a beast wears this collar, its base AC becomes 13 + its Dexterity modifier. It has no effect if the beast's base AC is already 13 or higher. This collar affects only beasts, which can include a creature affected by the polymorph spell or a druid assuming a beast form using Wild Shape.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5211,11 +5485,12 @@ "fields": { "name": "Comfy Slippers", "desc": "While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5230,11 +5505,12 @@ "fields": { "name": "Commander's Helm", "desc": "This helmet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The type of light given off by the helm depends on the aesthetic desired by its creator. Some are surrounded in a wreath of hellish (though illusory) flames, while others give off a soft, warm halo of white or golden light. You can use an action to start or stop the light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5249,11 +5525,12 @@ "fields": { "name": "Commander's Plate", "desc": "This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn't carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened. You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can't rally that creature again until it finishes a long rest.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -5268,11 +5545,12 @@ "fields": { "name": "Commander's Visage", "desc": "This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5287,11 +5565,12 @@ "fields": { "name": "Commoner's Veneer", "desc": "When you wear this simple, homespun scarf around your neck or head, it casts a minor glamer over you that makes you blend in with the people around you, avoiding notice. When in an area containing 25 or more humanoids, such as a city street, market place, or other public locale, Wisdom (Perception) checks to spot you amid the crowd have disadvantage. This item's power only works for creatures of the humanoid type or those using magic to take on a humanoid form.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5306,11 +5585,12 @@ "fields": { "name": "Communal Flute", "desc": "This flute is carved with skulls and can be used as a spellcasting focus. If you spend 10 minutes playing the flute over a dead creature, you can cast the speak with dead spell from the flute. The flute can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5325,11 +5605,12 @@ "fields": { "name": "Companion's Broth", "desc": "Developed by wizards with an interest in the culinary arts, this simple broth mends the wounds of companion animals and familiars. When a beast or familiar consumes this broth, it regains 2d4 + 2 hit points. Alternatively, you can mix a flower petal into the broth, and the beast or familiar gains 2d4 temporary hit points for 8 hours instead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5344,11 +5625,12 @@ "fields": { "name": "Constant Dagger", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn't have resistance or immunity to such damage, you roll your damage dice three times, instead of twice.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -5363,11 +5645,12 @@ "fields": { "name": "Consuming Rod", "desc": "This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "mace", "armor": null, @@ -5382,11 +5665,12 @@ "fields": { "name": "Copper Skeleton Key", "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5401,11 +5685,12 @@ "fields": { "name": "Coral of Enchanted Colors", "desc": "This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam's color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5420,11 +5705,12 @@ "fields": { "name": "Cordial of Understanding", "desc": "When you drink this tangy, violet liquid, your mind opens to new forms of communication. For 1 hour, if you spend 1 minute listening to creatures speaking a particular language, you gain the ability to communicate in that language for the duration. This potion's magic can also apply to non-verbal languages, such as a hand signal-based or dance-based language, so long as you spend 1 minute watching it being used and have the appropriate anatomy and limbs to communicate in the language.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5439,11 +5725,12 @@ "fields": { "name": "Corpsehunter's Medallion", "desc": "This amulet is made from the skulls of grave rats or from scrimshawed bones of the ignoble dead. While wearing it, you have resistance to necrotic damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5458,11 +5745,12 @@ "fields": { "name": "Countermelody Crystals", "desc": "This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5477,11 +5765,12 @@ "fields": { "name": "Courtesan's Allure", "desc": "This perfume has a sweet, floral scent and captivates those with high social standing. The perfume can cover one Medium or smaller creature, and applying it takes 1 minute. For 1 hour, the affected creature gains a +5 bonus to Charisma checks made to socially interact with or influence nobles, politicians, or other individuals with high social standing.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5496,11 +5785,12 @@ "fields": { "name": "Crab Gloves", "desc": "These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can't attack other creatures with that claw. While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus' claws. In addition, you can't wield weapons or a shield, and you can't cast a spell that has a somatic component. A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation. Pulling the gloves on or off requires an action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5515,11 +5805,12 @@ "fields": { "name": "Crafter Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5534,11 +5825,12 @@ "fields": { "name": "Craven's Heart", "desc": "This leathery mass of dried meat was once a humanoid heart, taken from an individual that died while experiencing great terror. You can use an action to whisper a command word and hurl the heart to the ground, where it revitalizes and begins to beat rapidly and loudly for 1 minute. Each creature withing 30 feet of the heart has disadvantage on saving throws against being frightened. At the end of the duration, the heart bursts from the strain and is destroyed. The heart can be attacked and destroyed (AC 11; hp 3; resistance to bludgeoning damage). If the heart is destroyed before the end if its duration, each creature within 30 feet of the heart must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. This bugbear necromancer was once the henchman of an accomplished practitioner of the dark arts named Varrus. She started as a bodyguard and tough, but her keen intellect caught her master's attention. He eventually took her on as an apprentice. Moxug is fascinated with fear, and some say she doesn't eat but instead sustains herself on the terror of her victims. She eventually betrayed Varrus, sabotaging his attempt to become a lich, and luxuriated in his fear as he realized he would die rather than achieve immortality. According to rumor, the first craven's heart she crafted came from the body of her former master.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5553,11 +5845,12 @@ "fields": { "name": "Crawling Cloak", "desc": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5572,11 +5865,12 @@ "fields": { "name": "Crimson Carpet", "desc": "This rolled bundle of red felt is 3-feet long and 1-foot wide, and it weighs 10 pounds. You can use an action to speak the carpet's command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn't need to be anchored and can hover. The carpet has immunity to all damage and isn't affected by the dispel magic spell. The disintegrate spell destroys the carpet. The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can't be unrolled again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5591,11 +5885,12 @@ "fields": { "name": "Crimson Starfall Arrow", "desc": "This arrow is a magic weapon powered by the sacrifice of your own life energy and explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can't use this feature of the arrow if you don't have blood. Hit Dice spent on this arrow's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5610,11 +5905,12 @@ "fields": { "name": "Crocodile Hide Armor", "desc": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -5629,11 +5925,12 @@ "fields": { "name": "Crocodile Leather Armor", "desc": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -5648,11 +5945,12 @@ "fields": { "name": "Crook of the Flock", "desc": "This plain crook is made of smooth, worn lotus wood and is warm to the touch.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5667,11 +5965,12 @@ "fields": { "name": "Crown of the Pharaoh", "desc": "The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits: Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher. You have a flying speed equal to your walking speed. While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5686,11 +5985,12 @@ "fields": { "name": "Crusader's Shield", "desc": "A bronze boss is set in the center of this round shield. When you attune to the shield, the boss changes shape, becoming a symbol of your divine connection: a holy symbol for a cleric or paladin or an engraving of mistletoe or other sacred plant for a druid. You can use the shield as a spellcasting focus for your spells.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5705,11 +6005,12 @@ "fields": { "name": "Crystal Skeleton Key", "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5724,11 +6025,12 @@ "fields": { "name": "Crystal Staff", "desc": "Carved from a single piece of solid crystal, this staff has numerous reflective facets that produce a strangely hypnotic effect. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: color spray (1 charge), confound senses* (3 charges), confusion (4 charges), hypnotic pattern (3 charges), jeweled fissure* (3 charges), prismatic ray* (5 charges), or prismatic spray (7 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to light or confusion. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to each creature within 10 feet of it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -5743,11 +6045,12 @@ "fields": { "name": "Dagger of the Barbed Devil", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause sharp, pointed barbs to sprout from this blade. The barbs remain for 1 minute. When you hit a creature while the barbs are active, the creature must succeed on a DC 15 Dexterity saving throw or a barb breaks off into its flesh and the dagger loses its barbs. At the start of each of its turns, a creature with a barb in its flesh must make a DC 15 Constitution saving throw. On a failure, it has disadvantage on attack rolls and ability checks until the start of its next turn as it is wracked with pain. The barb remains until a creature uses its action to remove the barb, dealing 1d4 piercing damage to the barbed creature. Once you cause barbs to sprout from the dagger, you can't do so again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -5762,11 +6065,12 @@ "fields": { "name": "Dancing Caltrops", "desc": "After you pour these magic caltrops out of the bag into an area, you can use a bonus action to animate them and command them to move up to 10 feet to occupy a different square area that is 5 feet on a side.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5781,11 +6085,12 @@ "fields": { "name": "Dancing Floret", "desc": "This 2-inch-long plant has a humanoid shape, and a large purple flower sits at the top of the plant on a short, neck-like stalk. Small, serrated thorns on its arms and legs allow it to cling to your clothing, and it most often dances along your arm or across your shoulders. While attuned to the floret, you have proficiency in the Performance skill, and you double your proficiency bonus on Charisma (Performance) checks made while dancing. The floret has 3 charges for the following other properties. The floret regains 1d3 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5800,11 +6105,12 @@ "fields": { "name": "Dancing Ink", "desc": "This ink is favored by merchants for eye-catching banners and by toy makers for scrolls and books for children. Typically found in 1d4 pots, this ink allows you to draw an illustration that moves about the page where it was drawn, whether that is an illustration of waves crashing against a shore along the bottom of the page or a rabbit leaping over the page's text. The ink wears away over time due to the movement and fades from the page after 2d4 weeks. The ink moves only when exposed to light, and some long-forgotten tomes have been opened to reveal small, moving illustrations drawn by ancient scholars. One pot can be used to fill 25 pages of a book or a similar total area for larger banners.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5819,11 +6125,12 @@ "fields": { "name": "Dastardly Quill and Parchment", "desc": "Favored by spies, this quill and parchment are magically linked as long as both remain on the same plane of existence. When a creature writes or draws on any surface with the quill, that writing or drawing appears on its linked parchment, exactly as it would appear if the writer was writing or drawing on the parchment with black ink. This effect doesn't prevent the quill from being used as a standard quill on a nonmagical piece of parchment, but this written communication is one-way, from quill to parchment. The quill's linked parchment is immune to all nonmagical inks and stains, and any magical messages written on the parchment disappear after 1 minute and aren't conveyed to the creature holding the quill. The parchment is approximately 9 inches wide by 13 inches long. If the quill's writing exceeds the area of the parchment, the older writing fades from the top of the sheet, replaced by the newer writing. Otherwise, the quill's writing remains on the parchment for 24 hours, after which time all writing fades from it. If either item is destroyed, the other item becomes nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5838,11 +6145,12 @@ "fields": { "name": "Dawn Shard Dagger", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -5857,11 +6165,12 @@ "fields": { "name": "Dawn Shard Greatsword", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -5876,11 +6185,12 @@ "fields": { "name": "Dawn Shard Longsword", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -5895,11 +6205,12 @@ "fields": { "name": "Dawn Shard Rapier", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -5914,11 +6225,12 @@ "fields": { "name": "Dawn Shard Scimitar", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -5933,11 +6245,12 @@ "fields": { "name": "Dawn Shard Shortsword", "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -5952,11 +6265,12 @@ "fields": { "name": "Deadfall Arrow", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic arrow. On a hit, the arrow transforms into a 10-foot-long wooden log centered on the target, destroying the arrow. The target and each creature in the log's area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is knocked prone and restrained under the log. On a success, a creature takes half the damage and isn't knocked prone or restrained. A restrained creature can take its action to free itself by succeeding on a DC 15 Strength check. The log lasts for 1 minute then crumbles to dust, freeing those restrained by it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5971,11 +6285,12 @@ "fields": { "name": "Death's Mirror", "desc": "Made from woven lead and silver, this ring fits only on the hand's smallest finger. As the moon is a dull reflection of the sun's glory, so too is the power within this ring merely an imitation of the healing energies that can bestow true life. The ring has 3 charges and regains all expended charges daily at dawn. While wearing the ring, you can expend 1 charge as a bonus action to gain 5 temporary hit points for 1 hour.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -5990,11 +6305,12 @@ "fields": { "name": "Decoy Card", "desc": "This small, thick, parchment card displays an accurate portrait of the person carrying it. You can use an action to toss the card on the ground at a point within 10 feet of you. An illusion of you forms over the card and remains until dispelled. The illusion appears real, but it can do no harm. While you are within 120 feet of the illusion and can see it, you can use an action to make it move and behave as you wish, as long as it moves no further than 10 feet from the card. Any physical interaction with your illusory double reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect your illusory double identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until the card is moved or the illusion is dispelled. When the illusion ends, the card's face becomes blank, and the card becomes nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6009,11 +6325,12 @@ "fields": { "name": "Deepchill Orb", "desc": "This fist-sized sphere of blue quartz emits cold. If placed in a container with a capacity of up to 5 cubic feet, it keeps the internal temperature of the container at a consistent 40 degrees Fahrenheit. This can keep liquids chilled, preserve cooked foods for up to 1 week, raw meats for up to 3 days, and fruits and vegetables for weeks. If you hold the orb without gloves or other insulating method, you take 1 cold damage each minute you hold it. At the GM's discretion, the orb's cold can be applied to other uses, such as keeping it in contact with a hot item to cool down the item enough to be handled, wrapping it and using it as a cooling pad to bring down fever or swelling, or similar.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6028,11 +6345,12 @@ "fields": { "name": "Defender Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6047,11 +6365,12 @@ "fields": { "name": "Deserter's Boots", "desc": "While you wear these boots, your walking speed increases by 10 feet, and you gain a +1 bonus to Dexterity saving throws.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6066,11 +6385,12 @@ "fields": { "name": "Devil Shark Mask", "desc": "When you wear this burgundy face covering, it transforms your face into a shark-like visage, and the mask sprouts wicked horns. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls with this magic bite. In addition, you have advantage on Charisma (Intimidation) checks while wearing this mask.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6085,11 +6405,12 @@ "fields": { "name": "Devilish Doubloon", "desc": "This gold coin bears the face of a leering devil on the obverse. If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn't reappear, and you can be restored to life only by means of a true resurrection or wish spell.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6104,11 +6425,12 @@ "fields": { "name": "Devil's Barb", "desc": "This thin wand is fashioned from the fiendish quill of a barbed devil. While attuned to it, you have resistance to cold damage. The wand has 6 charges for the following properties. It regains 1d6 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into cinders and is destroyed. Hurl Flame. While holding the wand, you can expend 2 charges as an action to hurl a ball of devilish flame at a target you can see within 150 feet of you. The target must succeed on a DC 15 Dexterity check or take 3d6 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Devil's Sight. While holding the wand, you can expend 1 charge as an action to cast the darkvision spell on yourself. Magical darkness doesn't impede this darkvision.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6123,11 +6445,12 @@ "fields": { "name": "Digger Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6142,11 +6465,12 @@ "fields": { "name": "Dimensional Net", "desc": "Woven from the hair of celestials and fiends, this shimmering iridescent net can subdue and capture otherworldly creatures. You have a +1 bonus to attack rolls with this magic weapon. In addition to the normal effects of a net, this net prevents any Large or smaller aberration, celestial, or fiend hit by it from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. When such a creature is bound in this way, a creature must succeed on a DC 30 Strength (Athletics) check to free the bound creature. The net has immunity to damage dealt by the bound creature, but another creature can deal 20 slashing damage to the net and free the bound creature, ending the effect. The net has AC 15 and 30 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the net drops to 0 hit points, it is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "net", "armor": null, @@ -6161,11 +6485,12 @@ "fields": { "name": "Dirgeblade", "desc": "This weapon is an exquisitely crafted rapier set in a silver and leather scabbard. The blade glows a faint stormy blue and is encircled by swirling wisps of clouds. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon, when unsheathed, sheds dim blue light in a 20-foot radius. When you hit a creature with it, you can expend 1 Bardic Inspiration to impart a sense of overwhelming grief in the target. A creature affected by this grief must succeed on a DC 15 Wisdom saving throw or fall prone and become incapacitated by sadness until the end of its next turn. Once a month under an open sky, you can use a bonus action to speak this magic sword's command word and cause the sword to sing a sad dirge. This dirge conjures heavy rain (or snow in freezing temperatures) in the region for 2d6 hours. The precipitation falls in an X-mile radius around you, where X is equal to your level.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -6180,11 +6505,12 @@ "fields": { "name": "Dirk of Daring", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the dagger, you have advantage on saving throws against being frightened.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -6199,11 +6525,12 @@ "fields": { "name": "Distracting Doubloon", "desc": "This gold coin is plain and matches the dominant coin of the region. Typically, 2d6 distracting doubloons are found together. You can use an action to toss the coin up to 20 feet. The coin bursts into a flash of golden light on impact. Each creature within a 15-foot radius of where the coin landed must succeed on a DC 11 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the coin for 1 minute. If an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. At the end of the duration, the coin crumbles to dust and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6218,11 +6545,12 @@ "fields": { "name": "Djinn Vessel", "desc": "A rough predecessor to the ring of djinni summoning and the ring elemental command, this clay vessel is approximately a foot long and half as wide. An iron stopper engraved with a rune of binding seals its entrance. If the vessel is empty, you can use an action to remove the stopper and cast the banishment spell (save DC 15) on a celestial, elemental, or fiend within 60 feet of you. At the end of the spell's duration, if the target is an elemental, it is trapped in this vessel. While trapped, the elemental can take no actions, but it is aware of occurrences outside of the vessel and of other djinn vessels. You can use an action to remove the vessel's stopper and release the elemental the vessel contains. Once released, the elemental acts in accordance with its normal disposition and alignment.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6237,11 +6565,12 @@ "fields": { "name": "Doppelganger Ointment", "desc": "This ceramic jar contains 1d4 + 1 doses of a thick, creamy substance that smells faintly of pork fat. The jar and its contents weigh 1/2 a pound. Applying a single dose to your body takes 1 minute. For 24 hours or until it is washed off with an alcohol solution, you can change your appearance, as per the Change Appearance option of the alter self spell. For the duration, you can use a bonus action to return to your normal form, and you can use an action to return to the form of the mimicked creature. If you add a piece of a specific creature (such as a single hair, nail paring, or drop of blood), the ointment becomes more powerful allowing you to flawlessly imitate that creature, as long as its body shape is humanoid and within one size category of your own. While imitating that creature, you have advantage on Charisma checks made to convince others you are that specific creature, provided they didn't see you change form.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6256,11 +6585,12 @@ "fields": { "name": "Dragonstooth Blade", "desc": "This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon's properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below. When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon. | d6 | Damage Type | Dragon Type |\n| --- | ----------- | ------------------- |\n| 1 | Acid | Black or Copper |\n| 2 | Fire | Brass, Gold, or Red |\n| 3 | Poison | Green |\n| 4 | Lightning | Blue or Bronze |\n| 5 | Cold | Silver or White |\n| 6 | Necrotic | Undead |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -6275,11 +6605,12 @@ "fields": { "name": "Draught of Ambrosia", "desc": "The liquid in this tiny vial is golden and has a heady, floral scent. When you drink the draught, it fortifies your body and mind, removing any infirmity caused by old age. You stop aging and are immune to any magical and nonmagical aging effects. The magic of the ambrosia lasts ten years, after which time its power fades, and you are once again subject to the ravages of time and continue aging.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6294,11 +6625,12 @@ "fields": { "name": "Draught of the Black Owl", "desc": "When you drink this potion, you transform into a black-feathered owl for 1 hour. This effect works like the polymorph spell, except you can take only the form of an owl. While you are in the form of an owl, you retain your Intelligence, Wisdom, and Charisma scores. If you are a druid with the Wild Shape feature, you can transform into a giant owl instead. Drinking this potion doesn't expend a use of Wild Shape.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6313,11 +6645,12 @@ "fields": { "name": "Dread Scarab", "desc": "The abdomen of this beetleshaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature. While wearing this brooch, you gain the following benefits:\n- You have advantage on saving throws against spells.\n- The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6332,11 +6665,12 @@ "fields": { "name": "Dust of Desiccation", "desc": "This small packet contains soot-like dust. There is enough of it for one use. When you use an action to blow the choking dust from your palm, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw can't speak until the end of its next turn as it chokes on the dust. Alternatively, you can use an action to throw the dust into the air, affecting yourself and each creature within 30 feet of you with the dust.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6351,11 +6685,12 @@ "fields": { "name": "Dust of Muffling", "desc": "You can scatter this fine, silvery-gray dust on the ground as an action, covering a 10-foot-square area. There is enough dust in one container for up to 5 uses. When a creature moves over an area covered in the dust, it has advantage on Dexterity (Stealth) checks to remain unheard. The effect remains until the dust is swept up, blown away, or tracked away by the traffic of eight or more creatures passing through the area.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6370,11 +6705,12 @@ "fields": { "name": "Dust of the Dead", "desc": "This stoppered vial is filled with dust and ash. There is enough of it for one use. When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up. If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6389,11 +6725,12 @@ "fields": { "name": "Eagle Cape", "desc": "The exterior of this silk cape is lined with giant eagle feathers. When you fall while wearing this cape, you descend 60 feet per round, take no damage from falling, and always land on your feet. In addition, you can use an action to speak the cloak's command word. This turns the cape into a pair of eagle wings which give you a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. When the wings revert back to a cape, you can't use the cape in this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6408,11 +6745,12 @@ "fields": { "name": "Earrings of the Agent", "desc": "Aside from a minor difference in size, these simple golden hoops are identical to one another. Each hoop has 1 charge and provides a different magical effect. Each hoop regains its expended charge daily at dawn. You must be wearing both hoops to use the magic of either hoop.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6427,11 +6765,12 @@ "fields": { "name": "Earrings of the Eclipse", "desc": "These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6446,11 +6785,12 @@ "fields": { "name": "Earrings of the Storm Oyster", "desc": "The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits:\n- You have resistance to lightning and thunder damage.\n- You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear.\n- You can't be deafened.\n- You can breathe air and water. - As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6465,11 +6805,12 @@ "fields": { "name": "Ebon Shards", "desc": "These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6484,11 +6825,12 @@ "fields": { "name": "Efficacious Eyewash", "desc": "This clear liquid glitters with miniscule particles of light. A bottle of this potion contains 6 doses, and its lid comes with a built-in dropper. You can use an action to apply 1 dose to the eyes of a blinded creature. The blinded condition is suppressed for 2d4 rounds. If the blinded condition has a duration, subtract those rounds from the total duration; if doing so reduces the overall duration to 0 rounds or less, then the condition is removed rather than suppressed. This eyewash doesn't work on creatures that are naturally blind, such as grimlocks, or creatures blinded by severe damage or removal of their eyes.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6503,11 +6845,12 @@ "fields": { "name": "Eldritch Rod", "desc": "This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod's magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6522,11 +6865,12 @@ "fields": { "name": "Elemental Wraps", "desc": "These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6541,11 +6885,12 @@ "fields": { "name": "Elixir of Corruption", "desc": "This elixir looks, smells, and tastes like a potion of heroism; however, it is actually a poisonous elixir masked by illusion magic. An identify spell reveals its true nature. If you drink it, you must succeed on a DC 15 Constitution saving throw or be corrupted by the diabolical power within the elixir for 1 week. While corrupted, you lose immunity to diseases, poison damage, and the poisoned condition. If you aren't normally immune to poison damage, you instead have vulnerability to poison damage while corrupted. The corruption can be removed with greater restoration or similar magic.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6560,11 +6905,12 @@ "fields": { "name": "Elixir of Deep Slumber", "desc": "The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can't be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6579,11 +6925,12 @@ "fields": { "name": "Elixir of Focus", "desc": "This deep amber concoction seems to glow with an inner light. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, then the elixir's effect ends.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6598,11 +6945,12 @@ "fields": { "name": "Elixir of Mimicry", "desc": "When you drink this sweet, oily, black liquid, you can imitate the voice of a single creature that you have heard speak within the past 24 hours. The effects last for 3 minutes.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6617,11 +6965,12 @@ "fields": { "name": "Elixir of Oracular Delirium", "desc": "This pearlescent fluid perpetually swirls inside its container with a slow kaleidoscopic churn. When you drink this potion, you can cast the guidance spell for 1 hour at will. You can end this effect early as an action and gain the effects of the augury spell. If you do, you are afflicted with short-term madness after learning the spell's results.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6636,11 +6985,12 @@ "fields": { "name": "Elixir of Spike Skin", "desc": "Slivers of bone float in the viscous, gray liquid inside this vial. When you drink this potion, bone-like spikes protrude from your skin for 1 hour. Each time a creature hits you with a melee weapon attack while within 5 feet of you, it must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage from the spikes. In addition, while you are grappling a creature or while a creature is grappling you, it takes 1d4 piercing damage at the start of your turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6655,11 +7005,12 @@ "fields": { "name": "Elixir of the Clear Mind", "desc": "This cerulean blue liquid sits calmly in its flask even when jostled or shaken. When you drink this potion, you have advantage on Wisdom checks and saving throws for 1 hour. For the duration, if you fail a saving throw against an enchantment or illusion spell or similar magic effect, you can choose to succeed instead. If you do, you draw upon all the potion's remaining power, and its effects end immediately thereafter.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6674,11 +7025,12 @@ "fields": { "name": "Elixir of the Deep", "desc": "This thick, green, swirling liquid tastes like salted mead. For 1 hour after drinking this elixir, you can breathe underwater, and you can see clearly underwater out to a range of 60 feet. The elixir doesn't allow you to see through magical darkness, but you can see through nonmagical clouds of silt and other sedimentary particles as if they didn't exist. For the duration, you also have advantage on saving throws against the spells and other magical effects of fey creatures native to water environments, such as a Lorelei (see Tome of Beasts) or Water Horse (see Creature Codex).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6693,11 +7045,12 @@ "fields": { "name": "Elixir of Wakefulness", "desc": "This effervescent, crimson liquid is commonly held in a thin, glass vial capped in green wax. When you drink this elixir, its effects last for 8 hours. While the elixir is in effect, you can't fall asleep by normal means. You have advantage on saving throws against effects that would put you to sleep. If you are affected by the sleep spell, your current hit points are considered 10 higher when determining the effects of the spell.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6712,11 +7065,12 @@ "fields": { "name": "Elk Horn Rod", "desc": "This rod is fashioned from elk or reindeer horn. As an action, you can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including yourself. The bonus lasts 1 round. If you are holding the rod while performing the somatic component of a dispel magic spell or comparable magic, you have a +1 bonus on your spellcasting ability check.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6731,11 +7085,12 @@ "fields": { "name": "Encouraging Breastplate", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -6750,11 +7105,12 @@ "fields": { "name": "Encouraging Chain Mail", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -6769,11 +7125,12 @@ "fields": { "name": "Encouraging Chain Shirt", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-shirt", @@ -6788,11 +7145,12 @@ "fields": { "name": "Encouraging Half Plate", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "half-plate", @@ -6807,11 +7165,12 @@ "fields": { "name": "Encouraging Hide Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -6826,11 +7185,12 @@ "fields": { "name": "Encouraging Leather Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -6845,11 +7205,12 @@ "fields": { "name": "Encouraging Padded Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "padded", @@ -6864,11 +7225,12 @@ "fields": { "name": "Encouraging Plate", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -6883,11 +7245,12 @@ "fields": { "name": "Encouraging Ring Mail", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "ring-mail", @@ -6902,11 +7265,12 @@ "fields": { "name": "Encouraging Scale Mail", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -6921,11 +7285,12 @@ "fields": { "name": "Encouraging Splint", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "splint", @@ -6940,11 +7305,12 @@ "fields": { "name": "Encouraging Studded Leather", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "studded-leather", @@ -6959,11 +7325,12 @@ "fields": { "name": "Enraging Ammunition", "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn't avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6978,11 +7345,12 @@ "fields": { "name": "Ensnaring Ammunition", "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -6997,11 +7365,12 @@ "fields": { "name": "Entrenching Mattock", "desc": "You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem. As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "warpick", "armor": null, @@ -7016,11 +7385,12 @@ "fields": { "name": "Everflowing Bowl", "desc": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7035,11 +7405,12 @@ "fields": { "name": "Explosive Orb of Obfuscation", "desc": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7054,11 +7425,12 @@ "fields": { "name": "Exsanguinating Blade", "desc": "This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: - You or a creature you touch with the blade regains 2d8 hit points. - The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -7073,11 +7445,12 @@ "fields": { "name": "Extract of Dual-Mindedness", "desc": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7092,11 +7465,12 @@ "fields": { "name": "Eye of Horus", "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7111,11 +7485,12 @@ "fields": { "name": "Eye of the Golden God", "desc": "A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can't be frightened and you don't suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don't know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a 1d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn't hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7130,11 +7505,12 @@ "fields": { "name": "Eyes of the Outer Dark", "desc": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7149,11 +7525,12 @@ "fields": { "name": "Eyes of the Portal Masters", "desc": "While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7168,11 +7545,12 @@ "fields": { "name": "Fanged Mask", "desc": "This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack's damage dice double (for example, 1d4 becomes 2d4).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7187,11 +7565,12 @@ "fields": { "name": "Farhealing Bandages", "desc": "This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage's magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can't be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7206,11 +7585,12 @@ "fields": { "name": "Farmer Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7225,11 +7605,12 @@ "fields": { "name": "Fear-Eater's Mask", "desc": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7244,11 +7625,12 @@ "fields": { "name": "Fellforged Armor", "desc": "While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead, you can't cast it again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -7263,11 +7645,12 @@ "fields": { "name": "Ferryman's Coins", "desc": "It is customary in many faiths to weight a corpse's eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death's river to the afterlife. Ferryman's coins, though, ensure the body stays in the ground regardless of the spirit's destination. These coins, which feature a death's head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse's closed lids and activate them with a simple prayer, they can't be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7282,11 +7665,12 @@ "fields": { "name": "Feysworn Contract", "desc": "This long scroll is written in flowing Elvish, the words flickering with a pale witchlight, and marked with the seal of a powerful fey or a fey lord or lady. When you use an action to present this scroll to a fey whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fey, negotiating a service from it in exchange for a reward. The fey is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fey, the truce is broken, and the creature can act normally. If the fey refuses the offer, it is free to take any actions it wishes. Should you and the fey reach an agreement that is satisfactory to both parties, you must sign the agreement and have the fey do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fey to the agreement until its service is rendered and the reward paid, at which point the scroll fades into nothingness. Fey are notoriously clever folk, and while they must adhere to the letter of any bargains they make, they always look for any advantage in their favor. If either party breaks the bargain, that creature immediately takes 10d6 poison damage, and the charter is destroyed, ending the contract.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7301,11 +7685,12 @@ "fields": { "name": "Fiendish Charter", "desc": "This long scroll bears the mark of a powerful creature of the Lower Planes, whether an archduke of Hell, a demon lord of the Abyss, or some other powerful fiend or evil deity. When you use an action to present this scroll to a fiend whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fiend, negotiating a service from it in exchange for a reward. The fiend is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fiend, the truce is broken, and the creature can act normally. If the fiend refuses the offer, it is free to take any actions it wishes. Should you and the fiend reach an agreement that is satisfactory to both parties, you must sign the charter in blood and have the fiend do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fiend to the agreement until its service is rendered and the reward paid, at which point the scroll ignites and burns into ash. The contract's wording should be carefully considered, as fiends are notorious for finding loopholes or adhering to the letter of the agreement to their advantage. If either party breaks the bargain, that creature immediately takes 10d6 necrotic damage, and the charter is destroyed, ending the contract.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7320,11 +7705,12 @@ "fields": { "name": "Figurehead of Prowess", "desc": "A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. \nAlbatross (Uncommon). While this figurehead is mounted on a ship, the ship’s pilot can double its proficiency bonus with navigator’s tools when navigating the ship. In addition, the ship’s pilot doesn’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot’s vision. \nBasilisk (Uncommon). While this figurehead is mounted on a ship, the ship’s AC increases by 2. \nDragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship’s damage threshold increases by 5. If the ship doesn’t normally have a damage threshold, it gains a damage threshold of 5. \nKraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship’s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship’s ropes have been animated for a total of 10 minutes, the figurehead’s magic ceases to function until the next dawn. \nManta Ray (Rare). While this figurehead is mounted on a ship, the ship’s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it. \nNarwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check. \nOctopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead’s magic ceases to function until the next dawn. \nSphinx (Legendary). This figurehead can be mounted only on a ship that isn’t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead’s magic ceases to function until the next dawn. \nXorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn’t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead’s magic ceases to function until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7339,11 +7725,12 @@ "fields": { "name": "Figurine of Wondrous Power (Amber Bee)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7358,11 +7745,12 @@ "fields": { "name": "Figurine of Wondrous Power (Basalt Cockatrice)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7377,11 +7765,12 @@ "fields": { "name": "Figurine of Wondrous Power (Coral Shark)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7396,11 +7785,12 @@ "fields": { "name": "Figurine of Wondrous Power (Hematite Aurochs)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7415,11 +7805,12 @@ "fields": { "name": "Figurine of Wondrous Power (Lapis Camel)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7434,11 +7825,12 @@ "fields": { "name": "Figurine of Wondrous Power (Marble Mistwolf)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7453,11 +7845,12 @@ "fields": { "name": "Figurine of Wondrous Power (Tin Dog)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7472,11 +7865,12 @@ "fields": { "name": "Figurine of Wondrous Power (Violet Octopoid)", "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7491,11 +7885,12 @@ "fields": { "name": "Firebird Feather", "desc": "This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn't use oxygen. While holding the feather, you can tolerate temperatures as low as –50 degrees Fahrenheit. Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a –1 penalty on the saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7510,11 +7905,12 @@ "fields": { "name": "Flag of the Cursed Fleet", "desc": "This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard. \nCursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life. \nCursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it. \nUnholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn’t destroyed, no matter its CR. In addition, the captain and crew can’t be frightened while aboard a vessel flying this flag. \nWhen a creature that isn’t a construct or undead and isn’t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7529,11 +7925,12 @@ "fields": { "name": "Flash Bullet", "desc": "When you hit a creature with a ranged attack using this shiny, polished stone, it releases a sudden flash of bright light. The target takes damage as normal and must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7548,11 +7945,12 @@ "fields": { "name": "Flask of Epiphanies", "desc": "This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask's contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7567,11 +7965,12 @@ "fields": { "name": "Fleshspurned Mask", "desc": "This mask features inhumanly sized teeth similar in appearance to the toothy ghost known as a Fleshspurned (see Tome of Beasts 2). It has a strap fashioned from entwined strands of sinew, and it fits easily over your face with no need to manually adjust the strap. While wearing this mask, you can use its teeth to make unarmed strikes. When you hit with it, the teeth deal necrotic damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. In addition, if the target has the Incorporeal Movement trait, you deal necrotic damage equal to 2d6 + your Strength modifier instead. Such targets don't have resistance or immunity to the necrotic damage you deal with this attack. If you kill a creature with your teeth, you gain temporary hit points equal to double the creature's challenge rating (minimum of 1).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7586,11 +7985,12 @@ "fields": { "name": "Flood Charm", "desc": "This smooth, blue-gray stone is carved with stylized waves or rows of wavy lines. When you are in water too deep to stand, the charm activates. You automatically become buoyant enough to float to the surface unless you are grappled or restrained. If you are unable to surface—such as if you are grappled or restrained, or if the water completely fills the area—the charm surrounds you with a bubble of breathable air that lasts for 5 minutes. At the end of the air bubble's duration, or when you leave the water, the charm's effects end and it becomes a nonmagical stone.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7605,11 +8005,12 @@ "fields": { "name": "Flute of Saurian Summoning", "desc": "This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must be proficient with wind instruments to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can't be used to conjure dinosaurs again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7624,11 +8025,12 @@ "fields": { "name": "Fly Whisk of Authority", "desc": "If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can't use the fly whisk this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7643,11 +8045,12 @@ "fields": { "name": "Fog Stone", "desc": "This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7662,11 +8065,12 @@ "fields": { "name": "Forgefire Maul", "desc": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "maul", "armor": null, @@ -7681,11 +8085,12 @@ "fields": { "name": "Forgefire Warhammer", "desc": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "warhammer", "armor": null, @@ -7700,11 +8105,12 @@ "fields": { "name": "Fountmail", "desc": "This armor is a dazzling white suit of chain mail with an alabaster-colored steel collar that covers part of the face. You gain a +3 bonus to AC while you wear this armor. In addition, you gain the following benefits: - You add your Strength and Wisdom modifiers in addition to your Constitution modifier on all rolls when spending Hit Die to recover hit points. - You can't be frightened. - You have resistance to necrotic damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -7719,11 +8125,12 @@ "fields": { "name": "Freerunner Rod", "desc": "Tightly intertwined lengths of grass, bound by additional stiff, knotted blades of grass, form this rod, which is favored by plains-dwelling druids and rangers. While holding it and in grasslands, you leave behind no tracks or other traces of your passing, and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, beasts with an Intelligence of 3 or lower that are native to grasslands must succeed on a DC 15 Charisma saving throw to attack you. The rod has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod collapses into a pile of grass seeds and is destroyed. Among the grass seeds are 1d10 berries, consumable as if created by the goodberry spell.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7738,11 +8145,12 @@ "fields": { "name": "Frost Pellet", "desc": "Fashioned from the stomach lining of a Devil Shark (see Creature Codex), this rubbery pellet is cold to the touch. When you consume the pellet, you feel bloated, and you are immune to cold damage for 1 hour. Once before the duration ends, you can expel a 30-foot cone of cold water. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, the creature takes 6d8 cold damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and isn't pushed away.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7757,11 +8165,12 @@ "fields": { "name": "Frostfire Lantern", "desc": "While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern's flame has burned for 1 hour, it can't be lit again until the next dawn. You can extinguish the lantern's flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern's total burn time. When a creature enters the lantern's light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern's light.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7776,11 +8185,12 @@ "fields": { "name": "Frungilator", "desc": "This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges and regains 1d4 + 1 charges daily at dusk. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does…something. Roll a d10 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic, greater restoration, or more powerful magic. | d10 | Frungilator Effect |\n| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 1 | Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. |\n| 2 | The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). |\n| 3 | Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 4 | The target's blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. |\n| 5 | The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. |\n| 6 | The target begins speaking in backwards fey speech for 10 minutes. While speaking this way, the target can't verbally communicate with creatures that aren't fey, and the target can't cast spells with verbal components. |\n| 7 | Golden flowers bloom across the target's body. It is blinded until the end of its next turn. |\n| 8 | The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. |\n| 9 | The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. |\n| 10 | A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful one. |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7795,11 +8205,12 @@ "fields": { "name": "Fulminar Bracers", "desc": "Stylized etchings of cat-like lightning elementals known as Fulminars (see Creature Codex) cover the outer surfaces of these solid silver bracers. While wearing these bracers, lightning crackles harmless down your hands, and you have resistance to lightning damage and thunder damage. The bracers have 3 charges. You can use an action to expend 1 charge to create lightning shackles that bind up to two creatures you can see within 60 feet of you. Each target must make a DC 15 Dexterity saving throw. On a failure, a target takes 4d6 lightning damage and is restrained for 1 minute. On a success, the target takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bracers regain all expended charges daily at dawn. The bracers also regain 1 charge each time you take 10 lightning damage while wearing them.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7814,11 +8225,12 @@ "fields": { "name": "Gale Javelin", "desc": "The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 13 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone. In addition, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone. The javelin's property can't be used again until the next dawn. In the meantime, it can still be used as a magic weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "javelin", "armor": null, @@ -7833,11 +8245,12 @@ "fields": { "name": "Garments of Winter's Knight", "desc": "This white-and-blue outfit is designed in the style of fey nobility and maximized for both movement and protection. The multiple layers and snow-themed details of this garb leave no doubt that whoever wears these clothes is associated with the winter queen of faerie. You gain the following benefits while wearing the outfit: - If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\n- Whenever a creature within 5 feet of you hits you with a melee attack, the cloth steals heat from the surrounding air, and the attacker takes 2d8 cold damage.\n- You can't be charmed, and you are immune to cold damage.\n- You can use a bonus action to extend your senses outward to detect the presence of fey. Until the start of your next turn, you know the location of any fey within 60 feet of you.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7852,11 +8265,12 @@ "fields": { "name": "Gauntlet of the Iron Sphere", "desc": "This heavy gauntlet is adorned with an onyx. While wearing this gauntlet, your unarmed strikes deal 1d8 bludgeoning damage, instead of the damage normal for an unarmed strike, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, your unarmed strikes deal double damage to objects and structures. If you hold a pound of raw iron ore in your hand while wearing the gauntlet, you can use an action to speak the gauntlet's command word and conjure an Iron Sphere (see Creature Codex). The iron sphere remains for 1 hour or until it dies. It is friendly to you and your companions. Roll initiative for the iron sphere, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the iron sphere, it defends itself from hostile creatures but otherwise takes no actions. The gauntlet can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7871,11 +8285,12 @@ "fields": { "name": "Gazebo of Shade and Shelter", "desc": "You can use an action to place this 3-inch sandstone gazebo statuette on the ground and speak its command word. Over the next 5 minutes, the sandstone gazebo grows into a full-sized gazebo that remains for 8 hours or until you speak the command word that returns it to a sandstone statuette. The gazebo's posts are made of palm tree trunks, and its roof is made of palm tree fronds. The floor is level, clean, dry and made of palm fronds. The atmosphere inside the gazebo is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The gazebo's walls are opaque from the outside, appearing wooden, but they are transparent from the inside, appearing much like sheer fabric. When activated, the gazebo has an opening on the side facing you. The opening is 5 feet wide and 10 feet tall and opens and closes at your command, which you can speak as a bonus action while within 10 feet of the opening. Once closed, the opening is immune to the knock spell and similar magic, such as that of a chime of opening. The gazebo is 20 feet in diameter and is 10 feet tall. It is made of sandstone, despite its wooden appearance, and its magic prevents it from being tipped over. It has 100 hit points, immunity to nonmagical attacks excluding siege weapons, and resistance to all other damage. The gazebo contains crude furnishings: eight simple bunks and a long, low table surrounded by eight mats. Three of the wall posts bear fruit: one coconut, one date, and one fig. A small pool of clean, cool water rests at the base of a fourth wall post. The trees and the pool of water provide enough food and water for up to 10 people. Furnishings and other objects within the gazebo dissipate into smoke if removed from the gazebo. When the gazebo returns to its statuette form, any creatures inside it are expelled into unoccupied spaces nearest to the gazebo's entrance. Once used, the gazebo can't be used again until the next dusk. If reduced to 0 hit points, the gazebo can't be used again until 7 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -7890,11 +8305,12 @@ "fields": { "name": "Ghost Barding Breastplate", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -7909,11 +8325,12 @@ "fields": { "name": "Ghost Barding Chain Mail", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -7928,11 +8345,12 @@ "fields": { "name": "Ghost Barding Chain Shirt", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-shirt", @@ -7947,11 +8365,12 @@ "fields": { "name": "Ghost Barding Half Plate", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "half-plate", @@ -7966,11 +8385,12 @@ "fields": { "name": "Ghost Barding Hide", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -7985,11 +8405,12 @@ "fields": { "name": "Ghost Barding Leather", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -8004,11 +8425,12 @@ "fields": { "name": "Ghost Barding Padded", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "padded", @@ -8023,11 +8445,12 @@ "fields": { "name": "Ghost Barding Plate", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -8042,11 +8465,12 @@ "fields": { "name": "Ghost Barding Ring Mail", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "ring-mail", @@ -8061,11 +8485,12 @@ "fields": { "name": "Ghost Barding Scale Mail", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -8080,11 +8505,12 @@ "fields": { "name": "Ghost Barding Splint", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "splint", @@ -8099,11 +8525,12 @@ "fields": { "name": "Ghost Barding Studded Leather", "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "studded-leather", @@ -8118,11 +8545,12 @@ "fields": { "name": "Ghost Dragon Horn", "desc": "Scales from dead dragons cover this wooden, curved horn. You can use an action to speak the horn's command word and then blow the horn, which emits a blast in a 30-foot cone, containing shrieking spectral dragon heads. Each creature in the cone must make a DC 17 Wisdom saving throw. On a failure, a creature tales 5d10 psychic damage and is frightened of you for 1 minute. On a success, a creature takes half the damage and isn't frightened. Dragons have disadvantage on the saving throw and take 10d10 psychic damage instead of 5d10. A frightened target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If a dragon takes damage from the horn's shriek, the horn has a 20 percent chance of exploding. The explosion deals 10d10 psychic damage to the blower and destroys the horn. Once you use the horn, it can't be used again until the next dawn. If you kill a dragon while holding or carrying the horn, you regain use of the horn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8137,11 +8565,12 @@ "fields": { "name": "Ghost Thread", "desc": "Most of this miles-long strand of enchanted silk, created by phase spiders, resides on the Ethereal Plane. Only a few inches at either end exist permanently on the Material Plane, and those may be used as any normal string would be. Creatures using it to navigate can follow one end to the other by running their hand along the thread, which phases into the Material Plane beneath their grasp. If dropped or severed (AC 8, 1 hit point), the thread disappears back into the Ethereal Plane in 2d6 rounds.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8156,11 +8585,12 @@ "fields": { "name": "Ghoul Light", "desc": "This bullseye lantern sheds light as normal when a lit candle is placed inside of it. If the light shines on meat, no matter how toxic or rotten, for at least 10 minutes, the meat is rendered safe to eat. The lantern's magic doesn't improve the meat's flavor, but the light does restore the meat's nutritional value and purify it, rendering it free of poison and disease. In addition, when an undead creature ends its turn in the light, it takes 1 radiant damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8175,11 +8605,12 @@ "fields": { "name": "Ghoulbane Oil", "desc": "This rusty-red gelatinous liquid glistens with tiny sparkling crystal flecks. The oil can coat one weapon or 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, if a ghoul, ghast, or Darakhul (see Tome of Beasts) takes damage from the coated item, it takes an extra 2d6 damage of the weapon's type.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8194,11 +8625,12 @@ "fields": { "name": "Ghoulbane Rod", "desc": "Arcane glyphs decorate the spherical head of this tarnished rod, while engravings of cracked and broken skulls and bones circle its haft. When an undead creature is within 120 feet of the rod, the rod's arcane glyphs emit a soft glow. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's glyphs flare to life and the rod's magic activates. When an undead creature enters or starts its turn within 30 feet of the planted rod, it must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls against creatures that aren't undead until the start of its next turn. If a ghoul fails this saving throw, it also takes a –2 penalty to AC and Dexterity saving throws, its speed is halved, and it can't use reactions. The rod's magic remains active while planted in the ground, and after it has been active for a total of 10 minutes, its magic ceases to function until the next dawn. A creature can use an action to pull the rod from the ground, ending the effect early for use at a later time. Deduct the time it was active in increments of 1 minute from the rod's total active time.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8213,11 +8645,12 @@ "fields": { "name": "Giggling Orb", "desc": "This glass sphere measures 3 inches in diameter and contains a swirling, yellow mist. You can use an action to throw the orb up to 60 feet. The orb shatters on impact and is destroyed. Each creature within a 20-foot-radius of where the orb landed must succeed on a DC 15 Wisdom saving throw or fall prone in fits of laughter, becoming incapacitated and unable to stand for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8232,11 +8665,12 @@ "fields": { "name": "Girdle of Traveling Alchemy", "desc": "This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids:\n- 2 flasks of alchemist's fire\n- 2 flasks of alchemist's ice*\n- 2 vials of acid - 2 jars of swarm repellent* - 1 vial of assassin's blood poison - 1 potion of climbing - 1 potion of healing Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they're transferred to another container before being used.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8251,11 +8685,12 @@ "fields": { "name": "Glamour Rings", "desc": "These rings are made from twisted loops of gold and onyx and are always found in pairs. The rings' magic works only while you and another humanoid of the same size each wear one ring and are on the same plane of existence. While wearing a ring, you or the other humanoid can use an action to swap your appearances, if both of you are willing. This effect works like the Change Appearance effect of the alter self spell, except you can change your appearance to only look identical to each other. Your clothing and equipment don't change, and the effect lasts until one of you uses this property again or until one of you removes the ring.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8270,11 +8705,12 @@ "fields": { "name": "Glass Wand of Leng", "desc": "The tip of this twisted clear glass wand is razorsharp. It can be wielded as a magic dagger that grants a +1 bonus to attack and damage rolls made with it. The wand weighs 4 pounds and is roughly 18 inches long. When you tap the wand, it emits a single, loud note which can be heard up to 20 feet away and does not stop sounding until you choose to silence it. This wand has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 17): arcane lock (2 charges), disguise self (1 charge), or tongues (3 charges).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8289,11 +8725,12 @@ "fields": { "name": "Glazed Battleaxe", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "battleaxe", "armor": null, @@ -8308,11 +8745,12 @@ "fields": { "name": "Glazed Greataxe", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greataxe", "armor": null, @@ -8327,11 +8765,12 @@ "fields": { "name": "Glazed Greatsword", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -8346,11 +8785,12 @@ "fields": { "name": "Glazed Handaxe", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "handaxe", "armor": null, @@ -8365,11 +8805,12 @@ "fields": { "name": "Glazed Longsword", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -8384,11 +8825,12 @@ "fields": { "name": "Glazed Rapier", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -8403,11 +8845,12 @@ "fields": { "name": "Glazed Scimitar", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -8422,11 +8865,12 @@ "fields": { "name": "Glazed Shortsword", "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -8441,11 +8885,12 @@ "fields": { "name": "Gliding Cloak", "desc": "By grasping the ends of the cloak while falling, you can glide up to 5 feet horizontally in any direction for every 1 foot you fall. You descend 60 feet per round but take no damage from falling while gliding in this way. A tailwind allows you to glide 10 feet per 1 foot descended, but a headwind forces you to only glide 5 feet per 2 feet descended.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8460,11 +8905,12 @@ "fields": { "name": "Gloomflower Corsage", "desc": "This black, six-petaled flower fits neatly on a garment's lapel or peeking out of a pocket. While wearing it, you have advantage on saving throws against being blinded, deafened, or frightened. While wearing the flower, you can use an action to speak one of three command words to invoke the corsage's power and cause one of the following effects: - When you speak the first command word, you gain blindsight out to a range of 120 feet for 1 hour.\n- When you speak the second command word, choose a target within 120 feet of you and make a ranged attack with a +7 bonus. On a hit, the target takes 3d6 psychic damage.\n- When you speak the third command word, your form shifts and shimmers. For 1 minute, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. Each time you use the flower, one of its petals curls in on itself. You can't use the flower if all of its petals are curled. The flower uncurls 1d6 petals daily at dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8479,11 +8925,12 @@ "fields": { "name": "Gloves of the Magister", "desc": "The backs of each of these black leather gloves are set with gold fittings as if to hold a jewel. While you wear the gloves, you can cast mage hand at will. You can affix an ioun stone into the fitting on a glove. While the stone is affixed, you gain the benefits of the stone as if you had it in orbit around your head. If you take an action to touch a creature, you can transfer the benefits of the ioun stone to that creature for 1 hour. While the creature is gifted the benefits, the stone turns gray and provides you with no benefits for the duration. You can use an action to end this effect and return power to the stone. The stone's benefits can also be dispelled from a creature as if they were a 7th-level spell. When the effect ends, the stone regains its color and provides you with its benefits once more.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8498,11 +8945,12 @@ "fields": { "name": "Gloves of the Walking Shade", "desc": "Each glove is actually comprised of three, black ivory rings (typically fitting the thumb, middle finger, and pinkie) which are connected to each other. The rings are then connected to an intricately-engraved onyx wrist cuff by a web of fine platinum chains and tiny diamonds. While wearing these gloves, you gain the following benefits: - You have resistance to necrotic damage.\n- You can spend one Hit Die during a short rest to remove one level of exhaustion instead of regaining hit points.\n- You can use an action to become a living shadow for 1 minute. For the duration, you can move through a space as narrow as 1 inch wide without squeezing, and you can take the Hide action as a bonus action while you are in dim light or darkness. Once used, this property of the gloves can't be used again until the next nightfall.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8517,11 +8965,12 @@ "fields": { "name": "Gnawing Spear", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you roll a 20 on an attack roll made with this spear, its head animates, grows serrated teeth, and lodges itself in the target. While the spear is lodged in the target and you are wielding the spear, the target is grappled by you. At the start of each of your turns, the spear twists and grinds, dealing 2d6 piercing damage to the grappled target. If you release the spear, it remains lodged in the target, dealing damage each round as normal, but the target is no longer grappled by you. While the spear is lodged in a target, you can't make attacks with it. A creature, including the restrained target, can take its action to remove the spear by succeeding on a DC 15 Strength check. The target takes 1d6 piercing damage when the spear is removed. You can use an action to speak the spear's command word, causing it to dislodge itself and fall into an unoccupied space within 5 feet of the target.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "spear", "armor": null, @@ -8536,11 +8985,12 @@ "fields": { "name": "Goblin Shield", "desc": "This shield resembles a snarling goblin's head. It has 3 charges and regains 1d3 expended charges daily at dawn. While wielding this shield, you can use a bonus action to expend 1 charge and command the goblin's head to bite a creature within 5 feet of you. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. On a hit, the target takes 2d4 piercing damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8555,11 +9005,12 @@ "fields": { "name": "Goggles of Firesight", "desc": "The lenses of these combination fleshy and plantlike goggles extend a few inches away from the goggles on a pair of tentacles. While wearing these lenses, you can see through lightly obscured and heavily obscured areas without your vision being obscured, if those areas are obscured by fire, smoke, or fog. Other effects that would obscure your vision, such as rain or darkness, affect you normally. When you fail a saving throw against being blinded, you can use a reaction to call on the power within the goggles. If you do so, you succeed on the saving throw instead. The goggles can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8574,11 +9025,12 @@ "fields": { "name": "Goggles of Shade", "desc": "While wearing these dark lenses, you have advantage on Charisma (Deception) checks. If you have the Sunlight Sensitivity trait and wear these goggles, you no longer suffer the penalties of Sunlight Sensitivity while in sunlight.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8593,11 +9045,12 @@ "fields": { "name": "Golden Bolt", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow doesn't have the loading property, and it doesn't require ammunition. Immediately after firing a bolt from this weapon, another golden bolt forms to take its place.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-heavy", "armor": null, @@ -8612,11 +9065,12 @@ "fields": { "name": "Gorgon Scale", "desc": "The iron scales of this armor have a green-tinged iridescence. While wearing this armor, you gain a +1 bonus to AC, and you have immunity to the petrified condition. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can use a bonus action to imbue the hit with some of the armor's petrifying magic. The target must make a DC 15 Constitution saving throw. On a failed save, the target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -8631,11 +9085,12 @@ "fields": { "name": "Granny Wax", "desc": "Normally found in a small glass jar containing 1d3 doses, this foul-smelling, greasy yellow substance is made by hags in accordance with an age-old secret recipe. You can use an action to rub one dose of the wax onto an ordinary broom or wooden stick and transform it into a broom of flying for 1 hour.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8650,11 +9105,12 @@ "fields": { "name": "Grasping Cap", "desc": "This cap is a simple, blue silk hat with a goose feather trim. While wearing this cap, you have advantage on Strength (Athletics) checks made to climb, and the cap deflects the first ranged attack made against you each round. In addition, when a creature attacks you while within 30 feet of you, it is illuminated and sheds red-hued dim light in a 50-foot radius until the end of its next turn. Any attack roll against an illuminated creature has advantage if the attacker can see it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8669,11 +9125,12 @@ "fields": { "name": "Grasping Cloak", "desc": "Made of strips of black leather, this cloak always shines as if freshly oiled. The strips writhe and grasp at nearby creatures. While wearing this cloak, you can use a bonus action to command the strips to grapple a creature no more than one size larger than you within 5 feet of you. The strips make the grapple attack roll with a +7 bonus. On a hit, the target is grappled by the cloak, leaving your hands free to perform other tasks or actions that require both hands. However, you are still considered to be grappling a creature, limiting your movement as normal. The cloak can grapple only one creature at a time. Alternatively, you can use a bonus action to command the strips to aid you in grappling. If you do so, you have advantage on your next attack roll made to grapple a creature. While grappling a creature in this way, you have advantage on the contested check if a creature attempts to escape your grapple.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8688,11 +9145,12 @@ "fields": { "name": "Grasping Shield", "desc": "The boss at the center of this shield is a hand fashioned of metal. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8707,11 +9165,12 @@ "fields": { "name": "Grave Reagent", "desc": "This luminous green concoction creates an undead servant. If you spend 1 minute anointing the corpse of a Small or Medium humanoid, this arcane solution imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie under your control (the GM has the zombie's statistics). On each of your turns, you can use a bonus action to verbally command the zombie if it is within 60 feet of you. You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you've given it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8726,11 +9185,12 @@ "fields": { "name": "Grave Ward Breastplate", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -8745,11 +9205,12 @@ "fields": { "name": "Grave Ward Chain Mail", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -8764,11 +9225,12 @@ "fields": { "name": "Grave Ward Chain Shirt", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-shirt", @@ -8783,11 +9245,12 @@ "fields": { "name": "Grave Ward Half Plate", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "half-plate", @@ -8802,11 +9265,12 @@ "fields": { "name": "Grave Ward Hide", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -8821,11 +9285,12 @@ "fields": { "name": "Grave Ward Leather", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -8840,11 +9305,12 @@ "fields": { "name": "Grave Ward Padded", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "padded", @@ -8859,11 +9325,12 @@ "fields": { "name": "Grave Ward Plate", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -8878,11 +9345,12 @@ "fields": { "name": "Grave Ward Ring Mail", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "ring-mail", @@ -8897,11 +9365,12 @@ "fields": { "name": "Grave Ward Scale Mail", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -8916,11 +9385,12 @@ "fields": { "name": "Grave Ward Splint", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "splint", @@ -8935,11 +9405,12 @@ "fields": { "name": "Grave Ward Studded Leather", "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "studded-leather", @@ -8954,11 +9425,12 @@ "fields": { "name": "Greater Potion of Troll Blood", "desc": "When drink this potion, you regain 3 hit points at the start of each of your turns. After it has restored 30 hit points, the potion's effects end.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8973,11 +9445,12 @@ "fields": { "name": "Greater Scroll of Conjuring", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -8992,11 +9465,12 @@ "fields": { "name": "Greatsword of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -9011,11 +9485,12 @@ "fields": { "name": "Greatsword of Volsung", "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -9030,11 +9505,12 @@ "fields": { "name": "Green Mantle", "desc": "This garment is made of living plants—mosses, vines, and grasses—interwoven into a light, comfortable piece of clothing. When you attune to this mantle, it forms a symbiotic relationship with you, sinking roots beneath your skin. While wearing the mantle, your hit point maximum is reduced by 5, and you gain the following benefits: - If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.\n- You have resistance to radiant damage.\n- You have immunity to the poisoned condition and poison damage that originates from a plant, moss, fungus, or plant creature.\n- As an action, you cause the mantle to produce 6 berries. It can have no more than 12 berries on it at one time. The berries have the same effect as berries produced by the goodberry spell. Unlike the goodberry spell, the berries retain their potency as long as they are not picked from the mantle. Once used, this property can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9049,11 +9525,12 @@ "fields": { "name": "Gremlin's Paw", "desc": "This wand is fashioned from the fossilized forearm and claw of a gremlin. The wand has 5 charges. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), or hideous laughter (1 charge). The wand regains 1d4 + 1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 20, you must succeed on a DC 15 Wisdom saving throw or become afflicted with short-term madness. On a 1, the rod crumbles into ashes and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9068,11 +9545,12 @@ "fields": { "name": "Grifter's Deck", "desc": "When you deal a card from this slightly greasy, well-used deck, you can choose any specific card to be on top of the deck, assuming it hasn't already been dealt. Alternatively, you can choose a general card of a specific value or suit that hasn't already been dealt.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9087,11 +9565,12 @@ "fields": { "name": "Grim Escutcheon", "desc": "This blackened iron shield is adorned with the menacing relief of a monstrously gaunt skull. You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. While holding this shield, you can use a bonus action to speak its command word to cast the fear spell (save DC 13). The shield can't be used this way again until the next dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9106,11 +9585,12 @@ "fields": { "name": "Gritless Grease", "desc": "This small, metal jar, 3 inches in diameter, holds 1d4 + 1 doses of a pungent waxy oil. As an action, one dose can be applied to or swallowed by a clockwork creature or device. The clockwork creature or device ignores difficult terrain, and magical effects can't reduce its speed for 8 hours. As an action, the clockwork creature, or a creature holding a clockwork device, can gain the effect of the haste spell until the end of its next turn (no concentration required). The effects of the haste spell melt the grease, ending all its effects at the end of the spell's duration.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9125,11 +9605,12 @@ "fields": { "name": "Hair Pick of Protection", "desc": "This hair pick has glittering teeth that slide easily into your hair, making your hair look perfectly coiffed and battle-ready. Though typically worn in hair, you can also wear the pick as a brooch or cloak clasp. While wearing this pick, you gain a +2 bonus to AC, and you have advantage on saving throws against spells. In addition, the pick magically boosts your self-esteem and your confidence in your ability to overcome any challenge, making you immune to the frightened condition.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9144,11 +9625,12 @@ "fields": { "name": "Half Plate of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9163,11 +9645,12 @@ "fields": { "name": "Half Plate of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9182,11 +9665,12 @@ "fields": { "name": "Half Plate of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9201,11 +9685,12 @@ "fields": { "name": "Hallowed Effigy", "desc": "This foot-long totem, crafted from the bones and skull of a Tiny woodland beast bound in thin leather strips, serves as a boon for you and your allies and as a stinging trap to those who threaten you. The totem has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If the last charge is expended, it can't regain charges again until a druid performs a 24-hour ritual, which involves the sacrifice of a Tiny woodland beast. You can use an action to secure the effigy on any natural organic substrate (such as dirt, mud, grass, and so on). While secured in this way, it pulses with primal energy on initiative count 20 each round, expending 1 charge. When it pulses, you and each creature friendly to you within 15 feet of the totem regains 1d6 hit points, and each creature hostile to you within 15 feet of the totem must make a DC 15 Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It continues to pulse each round until you pick it up, it runs out of charges, or it is destroyed. The totem has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If it drops to 0 hit points, it is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9220,11 +9705,12 @@ "fields": { "name": "Hallucinatory Dust", "desc": "This small packet contains black pollen from a Gloomflower (see Creature Codex). Hazy images swirl around the pollen when observed outside the packet. There is enough of it for one use. When you use an action to blow the dust from your palm, each creature in a 30-foot cone must make a DC 15 Wisdom saving throw. On a failure, a creature sees terrible visions, manifesting its fears and anxieties for 1 minute. While affected, it takes 2d6 psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than you or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature becomes incapacitated until the end of its next turn as the visions fill its mind then quickly fade. A creature reduced to 0 hit points by the dust's psychic damage falls unconscious and is stable. When the creature regains consciousness, it is permanently plagued by hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9239,11 +9725,12 @@ "fields": { "name": "Hammer of Decrees", "desc": "This adamantine hammer was part of a set of smith's tools used to create weapons of law for an ancient dwarven civilization. It is pitted and appears damaged, and its oak handle is split and bound with cracking hide. While attuned to this hammer, you have advantage on ability checks using smith's tools, and the time it takes you to craft an item with your smith's tools is halved.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9258,11 +9745,12 @@ "fields": { "name": "Hammer of Throwing", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you throw the hammer, it returns to your hand at the end of your turn. If you have no hand free, it falls to the ground at your feet.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "light-hammer", "armor": null, @@ -9277,11 +9765,12 @@ "fields": { "name": "Handy Scroll Quiver", "desc": "This belt quiver is wide enough to pass a rolled scroll through the opening. Containing an extra dimensional space, the quiver can hold up to 25 scrolls and weighs 1 pound, regardless of its contents. Placing a scroll in the quiver follows the normal rules for interacting with objects. Retrieving a scroll from the quiver requires you to use an action. When you reach into the quiver for a specific scroll, that scroll is always magically on top. The quiver has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the quiver ruptures and is destroyed. If the quiver is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If a breathing creature is placed within the quiver, the creature can survive for up to 5 minutes, after which time it begins to suffocate. Placing the quiver inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9296,11 +9785,12 @@ "fields": { "name": "Hangman's Noose", "desc": "Certain hemp ropes used in the execution of final justice can affect those beyond the reach of normal magics. This noose has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the hold monster spell from it. Unlike the standard version of this spell, though, the magic of the hangman's noose affects only undead. It regains 1d3 charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9315,11 +9805,12 @@ "fields": { "name": "Hardening Polish", "desc": "This gray polish is viscous and difficult to spread. The polish can coat one metal weapon or up to 10 pieces of ammunition. Applying the polish takes 1 minute. For 1 hour, the coated item hardens and becomes stronger, and it counts as an adamantine weapon for the purpose of overcoming resistance and immunity to attacks and damage not made with adamantine weapons.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9334,11 +9825,12 @@ "fields": { "name": "Harmonizing Instrument", "desc": "Any stringed instrument can be a harmonizing instrument, and you must be proficient with stringed instruments to use a harmonizing instrument. This instrument has 3 charges for the following properties. The instrument regains 1d3 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9353,11 +9845,12 @@ "fields": { "name": "Hat of Mental Acuity", "desc": "This well-crafted cap appears to be standard wear for academics. Embroidered on the edge of the inside lining in green thread are sigils. If you cast comprehend languages on them, they read, “They that are guided go not astray.” While wearing the hat, you have advantage on all Intelligence and Wisdom checks. If you are proficient in an Intelligence or Wisdom-based skill, you double your proficiency bonus for the skill.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9372,11 +9865,12 @@ "fields": { "name": "Hazelwood Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast the goodberry spell while using this wand as your spellcasting focus, you can expend 1 of the wand's charges to transform the berries into hazelnuts, which restore 2 hit points instead of 1. The spell is otherwise unchanged. In addition, when you cast a spell that deals lightning damage while using this wand as your spellcasting focus, the spell deals 1 extra lightning damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9391,11 +9885,12 @@ "fields": { "name": "Headdress of Majesty", "desc": "This elaborate headpiece is adorned with small gemstones and thin strips of gold that frame your head like a radiant halo. While you wear this headdress, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. The headdress has 5 charges for the following properties. It regains all expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the headdress becomes a nonmagical, tawdry ornament of cheap metals and paste gems.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9410,11 +9905,12 @@ "fields": { "name": "Headrest of the Cattle Queens", "desc": "This polished and curved wooden headrest is designed to keep the user's head comfortably elevated while sleeping. If you sleep at least 6 hours as part of a long rest while using the headrest, you regain 1 additional spent Hit Die, and your exhaustion level is reduced by 2 (rather than 1) when you finish the long rest.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9429,11 +9925,12 @@ "fields": { "name": "Headscarf of the Oasis", "desc": "This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes. While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments. Pulling the headscarf on or off your mouth and nose requires an action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9448,11 +9945,12 @@ "fields": { "name": "Healer Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9467,11 +9965,12 @@ "fields": { "name": "Healthful Honeypot", "desc": "This clay honeypot weighs 10 pounds. A sweet aroma wafts constantly from it, and it produces enough honey to feed up to 12 humanoids. Eating the honey restores 1d8 hit points, and the honey provides enough nourishment to sustain a humanoid for one day. Once 12 doses of the honey have been consumed, the honeypot can't produce more honey until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9486,11 +9985,12 @@ "fields": { "name": "Heat Stone", "desc": "Prized by reptilian humanoids, this magic stone is warm to the touch. While carrying this stone, you are comfortable in and can tolerate temperatures as low as –20 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as –50 degrees Fahrenheit.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9505,11 +10005,12 @@ "fields": { "name": "Heliotrope Heart", "desc": "This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can't be reduced by the bite of a vampire, vampire spawn, or other vampiric creature. In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can't be used again until the next dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9524,11 +10025,12 @@ "fields": { "name": "Helm of the Slashing Fin", "desc": "While wearing this helm, you can use an action to speak its command word to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the helm as an action to end this effect.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9543,11 +10045,12 @@ "fields": { "name": "Hewer's Draught", "desc": "When you drink this potion, you have advantage on attack rolls made with weapons that deal piercing or slashing damage for 1 minute. This potion's translucent amber liquid glimmers when agitated.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9562,11 +10065,12 @@ "fields": { "name": "Hexen Blade", "desc": "The colorful surface of this sleek adamantine shortsword exhibits a perpetually shifting, iridescent sheen. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: disguise self (1 charge), hypnotic pattern (3 charges), or mirror image (2 charges).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -9581,11 +10085,12 @@ "fields": { "name": "Hidden Armament", "desc": "While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "net", "armor": null, @@ -9600,11 +10105,12 @@ "fields": { "name": "Hide Armor of the Leaf", "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -9619,11 +10125,12 @@ "fields": { "name": "Hide Armor of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9638,11 +10145,12 @@ "fields": { "name": "Hide Armor of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9657,11 +10165,12 @@ "fields": { "name": "Hide Armor of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9676,11 +10185,12 @@ "fields": { "name": "Holy Verdant Bat Droppings", "desc": "This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits: - Cured of paralysis or petrification\n- Reduces exhaustion level by one\n- Regains 50 hit points", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9695,11 +10205,12 @@ "fields": { "name": "Honey Lamp", "desc": "Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9714,11 +10225,12 @@ "fields": { "name": "Honey of the Warped Wildflowers", "desc": "This spirit honey is made from wildflowers growing in an area warped by magic, such as the flowers growing at the base of a wizard's tower or growing in a magical wasteland. When you consume this honey, you have resistance to psychic damage, and you have advantage on Intelligence saving throws. In addition, you can use an action to warp reality around one creature you can see within 60 feet of you. The target must succeed on a DC 15 Intelligence saving throw or be bewildered for 1 minute. At the start of a bewildered creature's turn, it must roll a die. On an even result, the creature can act normally. On an odd result, the creature is incapacitated until the start of its next turn as it becomes disoriented by its surroundings and unable to fully determine what is real and what isn't. You can't warp the reality around another creature in this way again until you finish a long rest.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9733,11 +10245,12 @@ "fields": { "name": "Honey Trap", "desc": "This jar is made of beaten metal and engraved with honeybees. It has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. If you expend the jar's last charge, roll a d20. On a 1, the jar shatters and loses all its magical properties. While holding the jar, you can use an action to expend 1 charge to hurl a glob of honey at a target within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the glob expands, and the creature is restrained. A creature restrained by the honey can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the creature is no longer restrained by the honey.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9752,11 +10265,12 @@ "fields": { "name": "Honeypot of Awakening", "desc": "If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9771,11 +10285,12 @@ "fields": { "name": "Howling Rod", "desc": "This sturdy, iron rod is topped with the head of a howling wolf with red carnelians for eyes. The rod has 5 charges for the following properties, and it regains 1d4 + 1 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9790,11 +10305,12 @@ "fields": { "name": "Humble Cudgel of Temperance", "desc": "This simple, polished club has a studded iron band around one end. When you attack a poisoned creature with this magic weapon, you have advantage on the attack roll. When you roll a 20 on an attack roll made with this weapon, the target becomes poisoned for 1 minute. If the target was already poisoned, it becomes incapacitated instead. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned or incapacitated condition on itself on a success. Formerly a moneylender with a heart of stone and a small army of brutal thugs, Faustin the Drunkard awoke one day with a punishing hangover that seemed never-ending. He took this as a sign of punishment from the gods, not for his violence and thievery, but for his taste for the grape, in abundance. He decided all problems stemmed from the “demon” alcohol, and he became a cleric. No less brutal than before, he and his thugs targeted public houses, ale makers, and more. In his quest to rid the world of alcohol, he had the humble cudgel of temperance made and blessed with terrifying power. Now long since deceased, his simple, humble-appearing club continues to wreck havoc wherever it turns up.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "club", "armor": null, @@ -9809,11 +10325,12 @@ "fields": { "name": "Hunter's Charm (+1)", "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9828,11 +10345,12 @@ "fields": { "name": "Hunter's Charm (+2)", "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9847,11 +10365,12 @@ "fields": { "name": "Hunter's Charm (+3)", "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -9866,11 +10385,12 @@ "fields": { "name": "Iceblink Greatsword", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -9885,11 +10405,12 @@ "fields": { "name": "Iceblink Longsword", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -9904,11 +10425,12 @@ "fields": { "name": "Iceblink Rapier", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -9923,11 +10445,12 @@ "fields": { "name": "Iceblink Scimitar", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -9942,11 +10465,12 @@ "fields": { "name": "Iceblink Shortsword", "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -9961,11 +10485,12 @@ "fields": { "name": "Impact Club", "desc": "This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target on your turn, you can take a bonus action to spend 1 charge and attempt to shove the target. The club grants you a +1 bonus on your Strength (Athletics) check to shove the target. If you roll a 20 on your attack roll with the club, you have advantage on your Strength (Athletics) check to shove the target, and you can push the target up to 10 feet away.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "club", "armor": null, @@ -9980,11 +10505,12 @@ "fields": { "name": "Impaling Lance", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "lance", "armor": null, @@ -9999,11 +10525,12 @@ "fields": { "name": "Impaling Morningstar", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "morningstar", "armor": null, @@ -10018,11 +10545,12 @@ "fields": { "name": "Impaling Pike", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "pike", "armor": null, @@ -10037,11 +10565,12 @@ "fields": { "name": "Impaling Rapier", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -10056,11 +10585,12 @@ "fields": { "name": "Impaling Warpick", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "warpick", "armor": null, @@ -10075,11 +10605,12 @@ "fields": { "name": "Incense of Recovery", "desc": "This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10094,11 +10625,12 @@ "fields": { "name": "Interplanar Paint", "desc": "This black, tarry substance can be used to paint a single black doorway on a flat surface. A pot contains enough paint to create one doorway. While painting, you must concentrate on a plane of existence other than the one you currently occupy. If you are not interrupted, the doorway can be painted in 5 minutes. Once completed, the painting opens a two-way portal to the plane you imagined. The doorway is mirrored on the other plane, often appearing on a rocky face or the wall of a building. The doorway lasts for 1 week or until 5 gallons of water with flecks of silver worth at least 2,000 gp is applied to one side of the door.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10113,11 +10645,12 @@ "fields": { "name": "Ironskin Oil", "desc": "This grayish fluid is cool to the touch and slightly gritty. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature has resistance to piercing and slashing damage for 1 hour.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10132,11 +10665,12 @@ "fields": { "name": "Ivy Crown of Prophecy", "desc": "While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10151,11 +10685,12 @@ "fields": { "name": "Jeweler's Anvil", "desc": "This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler's tools or tinker's tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10170,11 +10705,12 @@ "fields": { "name": "Jungle Mess Kit", "desc": "This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can't neutralize brewed poisons, venoms, or similarly manufactured toxins. Once it has purified 3 cubic feet of food and drink, it can't be used to do so again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10189,11 +10725,12 @@ "fields": { "name": "Justicar's Mask", "desc": "This stern-faced mask is crafted of silver. While wearing the mask, your gaze can root enemies to the spot. When a creature that can see the mask starts its turn within 30 feet of you, you can use a reaction to force it to make a DC 15 Wisdom saving throw, if you can see the creature and aren't incapacitated. On a failure, the creature is restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the condition lasts until removed with the dispel magic spell or until you end it (no action required). Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10208,11 +10745,12 @@ "fields": { "name": "Keffiyeh of Serendipitous Escape", "desc": "This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10227,11 +10765,12 @@ "fields": { "name": "Knockabout Billet", "desc": "This stout, oaken cudgel helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "club", "armor": null, @@ -10246,11 +10785,12 @@ "fields": { "name": "Kobold Firework", "desc": "These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.\n Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.\n Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light.\n Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature.\n Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.\n Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10265,11 +10805,12 @@ "fields": { "name": "Kraken Clutch Ring", "desc": "This green copper ring is etched with the image of a kraken with splayed tentacles. The ring has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn, as long as it was immersed in water for at least 1 hour since the previous dawn. If the ring has at least 1 charge, you have advantage on grapple checks. While wearing this ring, you can expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: black tentacles (2 charges), call lightning (1 charge), or control weather (4 charges).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10284,11 +10825,12 @@ "fields": { "name": "Kyshaarth's Fang", "desc": "This dagger's blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a Voidling's (see Tome of Beasts) tendril barb. When you hit with an attack using this magic weapon, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to half the necrotic damage dealt.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -10303,11 +10845,12 @@ "fields": { "name": "Labrys of the Raging Bull (Battleaxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "battleaxe", "armor": null, @@ -10322,11 +10865,12 @@ "fields": { "name": "Labrys of the Raging Bull (Greataxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greataxe", "armor": null, @@ -10341,11 +10885,12 @@ "fields": { "name": "Language Pyramid", "desc": "Script from dozens of languages flows across this sandstone pyramid's surface. While holding or carrying the pyramid, you understand the literal meaning of any spoken language that you hear. In addition, you understand any written language that you see, but you must be touching the surface on which the words are written. It takes 1 minute to read one page of text. The pyramid has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to imbue yourself with magical speech for 1 hour. For the duration, any creature that knows at least one language and that can hear you understands any words you speak. In addition, you can use an action to expend 1 of the pyramid's charges to imbue up to six creatures within 30 feet of you with magical understanding for 1 hour. For the duration, each target can understand any spoken language that it hears.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10360,11 +10905,12 @@ "fields": { "name": "Lantern of Auspex", "desc": "This elaborate lantern is covered in simple glyphs, and its glass panels are intricately etched. Two of the panels depict a robed woman holding out a single hand, while the other two panels depict the same woman with her face partially obscured by a hand of cards. The lantern's magic is activated when it is lit, which requires an action. Once lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 hour. You can use an action to open or close one of the glass panels on the lantern. If you open a panel, a vision of a random event that happened or that might happen plays out in the light's area. Closing a panel stops the vision. The visions are shown as nondescript smoky apparitions that play out silently in the lantern's light. At the GM's discretion, the vision might change to a different event each 1 minute that the panel remains open and the lantern lit. Once used, the lantern can't be used in this way again until 7 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10379,11 +10925,12 @@ "fields": { "name": "Lantern of Judgment", "desc": "This mithral and gold lantern is emblazoned with a sunburst symbol. While holding the lantern, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. As a bonus action, you can speak a command word to cause one of the following effects: - The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. - The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. - The lantern sheds dim light in a 5-foot radius.\n- Douse the lantern's light. When you cause the lantern to shed bright light, you can speak an additional command word to cause the light to become sunlight. The sunlight lasts for 1 minute after which the lantern goes dark and can't be used again until the next dawn. During this time, the lantern can function as a standard hooded lantern if provided with oil.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10398,11 +10945,12 @@ "fields": { "name": "Lantern of Selective Illumination", "desc": "This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10417,11 +10965,12 @@ "fields": { "name": "Larkmail", "desc": "While wearing this armor, you gain a +1 bonus to AC. The links of this mail have been stained to create the optical illusion that you are wearing a brown-and-russet feathered tunic. While you wear this armor, you have advantage on Charisma (Performance) checks made with an instrument. In addition, while playing an instrument, you can use a bonus action and choose any number of creatures within 30 feet of you that can hear your song. Each target must succeed on a DC 15 Charisma saving throw or be charmed by you for 1 minute. Once used, this property can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -10436,11 +10985,12 @@ "fields": { "name": "Last Chance Quiver", "desc": "This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn't produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10455,11 +11005,12 @@ "fields": { "name": "Leaf-Bladed Greatsword", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -10474,11 +11025,12 @@ "fields": { "name": "Leaf-Bladed Longsword", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -10493,11 +11045,12 @@ "fields": { "name": "Leaf-Bladed Rapier", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -10512,11 +11065,12 @@ "fields": { "name": "Leaf-Bladed Scimitar", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -10531,11 +11085,12 @@ "fields": { "name": "Leaf-Bladed Shortsword", "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -10550,11 +11105,12 @@ "fields": { "name": "Least Scroll of Conjuring", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10569,11 +11125,12 @@ "fields": { "name": "Leather Armor of the Leaf", "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -10588,11 +11145,12 @@ "fields": { "name": "Leather Armor of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10607,11 +11165,12 @@ "fields": { "name": "Leather Armor of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10626,11 +11185,12 @@ "fields": { "name": "Leather Armor of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10645,11 +11205,12 @@ "fields": { "name": "Leonino Wings", "desc": "This cloak is decorated with the spotted white and brown pattern of a barn owl's wing feathers. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of a Leoninos (see Creature Codex) owl-like feathered wings until you repeat the command word as an action. The wings give you a flying speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. In addition, when you fly out of an enemy's reach, you don't provoke opportunity attacks. You can use the cloak to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The cloak regains 2 hours of flying capability for every 12 hours it isn't in use.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10664,11 +11225,12 @@ "fields": { "name": "Lesser Scroll of Conjuring", "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10683,11 +11245,12 @@ "fields": { "name": "Lifeblood Gear", "desc": "As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can't be charmed or become exhausted. If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed. Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10702,11 +11265,12 @@ "fields": { "name": "Lightning Rod", "desc": "This rod is made from the blackened wood of a lightning-struck tree and topped with a spike of twisted iron. It functions as a magic javelin that grants a +1 bonus to attack and damage rolls made with it. While holding it, you are immune to lightning damage, and each creature within 5 feet of you has resistance to lightning damage. The rod can hold up to 6 charges, but it has 0 charges when you first attune to it. Whenever you are subjected to lightning damage, the rod gains 1 charge. While the rod has 6 charges, you have resistance to lightning damage instead of immunity. The rod loses 1d6 charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10721,11 +11285,12 @@ "fields": { "name": "Linguist's Cap", "desc": "While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10740,11 +11305,12 @@ "fields": { "name": "Liquid Courage", "desc": "This magical cordial is deep red and smells strongly of fennel. You have advantage on the next saving throw against being frightened. The effect ends after you make such a saving throw or when 1 hour has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10759,11 +11325,12 @@ "fields": { "name": "Liquid Shadow", "desc": "The contents of this bottle are inky black and seem to absorb the light. The dark liquid can cover a single Small or Medium creature. Applying the liquid takes 1 minute. For 1 hour, the coated creature has advantage on Dexterity (Stealth) checks. Alternately, you can use an action to hurl the bottle up to 20 feet, shattering it on impact. Magical darkness spreads from the point of impact to fill a 15-foot-radius sphere for 1 minute. This darkness works like the darkness spell.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10778,11 +11345,12 @@ "fields": { "name": "Living Juggernaut", "desc": "This broad, bulky suit of plate is adorned with large, blunt spikes and has curving bull horns affixed to its helm. While wearing this armor, you gain a +1 bonus to AC, and difficult terrain doesn't cost you extra movement.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -10797,11 +11365,12 @@ "fields": { "name": "Living Stake", "desc": "Fashioned from mandrake root, this stake longs to taste the heart's blood of vampires. Make a melee attack against a vampire in range, treating the stake as an improvised weapon. On a hit, the stake attaches to a vampire's chest. At the end of the vampire's next turn, roots force their way into the vampire's heart, negating fast healing and preventing gaseous form. If the vampire is reduced to 0 hit points while the stake is attached to it, it is immobilized as if it had been staked. A creature can take its action to remove the stake by succeeding on a DC 17 Strength (Athletics) check. If it is removed from the vampire's chest, the stake is destroyed. The stake has no effect on targets other than vampires.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10816,11 +11385,12 @@ "fields": { "name": "Lockbreaker", "desc": "You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -10835,11 +11405,12 @@ "fields": { "name": "Locket of Dragon Vitality", "desc": "Legends tell of a dragon whose hide was impenetrable and so tenacious that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon's name was lost, but its legacy remains. This magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior's sword piercing a dragon's chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon's heart. The pulses become more frequent when you are close to death. Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds. The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, “dragon” refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects: - When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can't be activated again until 3 days have passed. - When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge's Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10854,11 +11425,12 @@ "fields": { "name": "Locket of Remembrance", "desc": "You can place a small keepsake of a creature, such as a miniature portrait, a lock of hair, or similar item, within the locket. The keepsake must be willingly given to you or must be from a creature personally connected to you, such as a relative or lover.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10873,11 +11445,12 @@ "fields": { "name": "Locksmith's Oil", "desc": "This shimmering oil can be applied to a lock. Applying the oil takes 1 minute. For 1 hour, any creature that makes a Dexterity check to pick the lock using thieves' tools rolls a d4 ( 1d4) and adds the number rolled to the check.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10892,11 +11465,12 @@ "fields": { "name": "Lodestone Caltrops", "desc": "This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag's contents have been emptied three times, the bag can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10911,11 +11485,12 @@ "fields": { "name": "Longbow of Accuracy", "desc": "The normal range of this bow is doubled, but its long range remains the same.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longbow", "armor": null, @@ -10930,11 +11505,12 @@ "fields": { "name": "Longsword of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -10949,11 +11525,12 @@ "fields": { "name": "Longsword of Volsung", "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -10968,11 +11545,12 @@ "fields": { "name": "Loom of Fate", "desc": "If you spend 1 hour weaving on this portable loom, roll a 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can't be used this way again until the next dawn. Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom's power to alter fate.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -10987,11 +11565,12 @@ "fields": { "name": "Lucky Charm of the Monkey King", "desc": "This tiny stone statue of a grinning monkey holds a leather loop in its paws, allowing the charm to hang from a belt or pouch. While attuned to this charm, you can use a bonus action to gain a +1 bonus on your next ability check, attack roll, or saving throw. Once used, the charm can't be used again until the next dawn. You can be attuned to only one lucky charm at a time.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11006,11 +11585,12 @@ "fields": { "name": "Lucky Coin", "desc": "This worn, clipped copper piece has 6 charges. You can use a reaction to expend 1 charge and gain a +1 bonus on your next ability check. The coin regains 1d6 charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the coin runs out of luck and becomes nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11025,11 +11605,12 @@ "fields": { "name": "Lucky Eyepatch", "desc": "You gain a +1 bonus to saving throws while you wear this simple, black eyepatch. In addition, if you are missing the eye that the eyepatch covers and you roll a 1 on the d20 for a saving throw, you can reroll the die and must use the new roll. The eyepatch can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11044,11 +11625,12 @@ "fields": { "name": "Lupine Crown", "desc": "This grisly helm is made from the leather-reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11063,11 +11645,12 @@ "fields": { "name": "Luring Perfume", "desc": "This pungent perfume has a woodsy and slightly musky scent. As an action, you can splash or spray the contents of this vial on yourself or another creature within 5 feet of you. For 1 minute, the perfumed creature attracts nearby humanoids and beasts. Each humanoid and beast within 60 feet of the perfumed creature and that can smell the perfume must succeed on a DC 15 Wisdom saving throw or be charmed by the perfumed creature until the perfume fades or is washed off with at least 1 gallon of water. While charmed, a creature is incapacitated, and, if the creature is more than 5 feet away from the perfumed creature, it must move on its turn toward the perfumed creature by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11082,11 +11665,12 @@ "fields": { "name": "Magma Mantle", "desc": "This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11101,11 +11685,12 @@ "fields": { "name": "Maiden's Tears", "desc": "This fruity mead is the color of liquid gold and is rumored to be brewed with a tear from the goddess of bearfolk herself. When you drink this mead, you regenerate lost hit points for 1 minute. At the start of your turn, you regain 10 hit points if you have at least 1 hit point.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11120,11 +11705,12 @@ "fields": { "name": "Mail of the Sword Master", "desc": "While wearing this armor, the maximum Dexterity modifier you can add to determine your Armor Class is 4, instead of 2. While wearing this armor, if you are wielding a sword and no other weapons, you gain a +2 bonus to damage rolls with that sword.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "half-plate", @@ -11139,11 +11725,12 @@ "fields": { "name": "Manticore's Tail", "desc": "Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon's spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "pike", "armor": null, @@ -11158,11 +11745,12 @@ "fields": { "name": "Mantle of Blood Vengeance", "desc": "This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11177,11 +11765,12 @@ "fields": { "name": "Mantle of the Forest Lord", "desc": "Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk. While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11196,11 +11785,12 @@ "fields": { "name": "Mantle of the Lion", "desc": "This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle's lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle's bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle's bite against the prone creature as a bonus action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11215,11 +11805,12 @@ "fields": { "name": "Mantle of the Void", "desc": "While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell's effects.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11234,11 +11825,12 @@ "fields": { "name": "Manual of Exercise", "desc": "This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11253,11 +11845,12 @@ "fields": { "name": "Manual of the Lesser Golem", "desc": "A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. The statistics for each lesser golem can be found in the Creature Codex. | dice: 1d20 | Golem | Time | Cost |\n| ---------- | ---------------------- | ------- | --------- |\n| 1-7 | Lesser Hair Golem | 2 days | 100 gp |\n| 8-13 | Lesser Mud Golem | 5 days | 500 gp |\n| 14-17 | Lesser Glass Golem | 10 days | 2,000 gp |\n| 18-20 | Lesser Wood Golem | 15 days | 20,000 gp |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11272,11 +11865,12 @@ "fields": { "name": "Manual of Vine Golem", "desc": "This tome contains information and incantations necessary to make a Vine Golem (see Tome of Beasts 2). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can't use a manual of vine golems and attempts to read it takes 4d6 psychic damage. To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11291,11 +11885,12 @@ "fields": { "name": "Mapping Ink", "desc": "This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink-stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11310,11 +11905,12 @@ "fields": { "name": "Marvelous Clockwork Mallard", "desc": "This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can't be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard's key.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11329,11 +11925,12 @@ "fields": { "name": "Masher Basher", "desc": "A favored weapon of hill giants, this greatclub appears to be little more than a thick tree branch. When you hit a giant with this magic weapon, the giant takes an extra 1d8 bludgeoning damage. When you roll a 20 on an attack roll made with this weapon, the target is stunned until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatclub", "armor": null, @@ -11348,11 +11945,12 @@ "fields": { "name": "Mask of the Leaping Gazelle", "desc": "This painted wooden animal mask is adorned with a pair of gazelle horns. While wearing this mask, your walking speed increases by 10 feet, and your long jump is up to 25 feet with a 10-foot running start.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11367,11 +11965,12 @@ "fields": { "name": "Mask of the War Chief", "desc": "These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks. In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can’t be used this way again until the next dawn. Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn. Mammoth (Uncommon). This mask is carved in the likeness of a mammoth’s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can’t be used this way again until the next dawn. Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11386,11 +11985,12 @@ "fields": { "name": "Master Angler's Tackle", "desc": "This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it. If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable—a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11405,11 +12005,12 @@ "fields": { "name": "Matryoshka Dolls", "desc": "This antique set of four nesting dolls is colorfully painted though a bit worn from the years. When attuning to this item, you must give each doll a name, which acts as a command word to activate its properties. You must be within 30 feet of a doll to activate it. The dolls have a combined total of 5 charges, and the dolls regain all expended charges daily at dawn. The largest doll is lined with a thin sheet of lead. A spell or other effect that can sense the presence of magic, such as detect magic, reveals only the transmutation magic of the largest doll, and not any of the dolls or other small items that may be contained within it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11424,11 +12025,12 @@ "fields": { "name": "Mayhem Mask", "desc": "This goat mask with long, curving horns is carved from dark wood and framed in goat's hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11443,11 +12045,12 @@ "fields": { "name": "Medal of Valor", "desc": "You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11462,11 +12065,12 @@ "fields": { "name": "Memory Philter", "desc": "This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter's effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial. A memory philter can be used only once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10-minute ritual, and the sacrifice of a memory. The required sacrifice is detailed in each entry below.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11481,11 +12085,12 @@ "fields": { "name": "Mender's Mark", "desc": "This slender brooch is fashioned of silver and shaped in the image of an angel. You can use an action to attach this brooch to a creature, pinning it to clothing or otherwise affixing it to their person. When you cast a spell that restores hit points on the creature wearing the brooch, the spell has a range of 30 feet if its range is normally touch. Only you can transfer the brooch from one creature to another. The creature wearing the brooch can't pass it to another creature, but it can remove the brooch as an action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11500,11 +12105,12 @@ "fields": { "name": "Meteoric Plate", "desc": "This plate armor was magically crafted from plates of interlocking stone. Tiny rubies inlaid in the chest create a glittering mosaic of flames. When you fall while wearing this armor, you can tuck your knees against your chest and curl into a ball. While falling in this way, flames form around your body. You take half the usual falling damage when you hit the ground, and fire explodes from your form in a 20-foot-radius sphere. Each creature in this area must make a DC 15 Dexterity saving throw. On a failed save, a target takes fire damage equal to the falling damage you took, or half as much on a successful saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -11519,11 +12125,12 @@ "fields": { "name": "Mindshatter Bombard", "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11538,11 +12145,12 @@ "fields": { "name": "Minor Minstrel", "desc": "This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine's original creator, and the figurine's form is typically reflective of the song's style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner's garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11557,11 +12165,12 @@ "fields": { "name": "Mirror of Eavesdropping", "desc": "This 8-inch diameter mirror is set in a delicate, silver frame. While holding this mirror within 30 feet of another mirror, you can spend 10 minutes magically connecting the mirror of eavesdropping to that other mirror. The mirror of eavesdropping can be connected to only one mirror at a time. While holding the mirror of eavesdropping within 1 mile of its connected mirror, you can use an action to speak its command word and activate it. While active, the mirror of eavesdropping displays visual information from the connected mirror, which has normal vision and darkvision out to 30 feet. The connected mirror's view is limited to the direction the mirror is facing, and it can be blocked by a solid barrier, such as furniture, a heavy cloth, or similar. You can use a bonus action to deactivate the mirror early. When the mirror has been active for a total of 10 minutes, you can't activate it again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11576,11 +12185,12 @@ "fields": { "name": "Mirrored Breastplate", "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -11595,11 +12205,12 @@ "fields": { "name": "Mirrored Half Plate", "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "half-plate", @@ -11614,11 +12225,12 @@ "fields": { "name": "Mirrored Plate", "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -11633,11 +12245,12 @@ "fields": { "name": "Mnemonic Fob", "desc": "This small bauble consists of a flat crescent, which binds a small disc that freely spins in its housing. Each side of the disc is intricately etched with an incomplete pillar and pyre. \nPillar of Fire. While holding this bauble, you can use an action to remove the disc, place it on the ground, and speak its command word to transform it into a 5-foot-tall flaming pillar of intricately carved stone. The pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is warm to the touch, but it doesn’t burn. A second command word returns the pillar to its disc form. When the pillar has shed light for a total of 10 minutes, it returns to its disc form and can’t be transformed into a pillar again until the next dawn. \nRecall Magic. While holding this bauble, you can use an action to spin the disc and regain one expended 1st-level spell slot. Once used, this property can’t be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11652,11 +12265,12 @@ "fields": { "name": "Mock Box", "desc": "While you hold this small, square contraption, you can use an action to target a creature within 60 feet of you that can hear you. The target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11671,11 +12285,12 @@ "fields": { "name": "Molten Hellfire Breastplate", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -11690,11 +12305,12 @@ "fields": { "name": "Molten Hellfire Chain Mail", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -11709,11 +12325,12 @@ "fields": { "name": "Molten Hellfire Chain Shirt", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-shirt", @@ -11728,11 +12345,12 @@ "fields": { "name": "Molten Hellfire Half Plate", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "half-plate", @@ -11747,11 +12365,12 @@ "fields": { "name": "Molten Hellfire Plate", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -11766,11 +12385,12 @@ "fields": { "name": "Molten Hellfire Ring Mail", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "ring-mail", @@ -11785,11 +12405,12 @@ "fields": { "name": "Molten Hellfire Scale Mail", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -11804,11 +12425,12 @@ "fields": { "name": "Molten Hellfire Splint", "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "splint", @@ -11823,11 +12445,12 @@ "fields": { "name": "Mongrelmaker's Handbook", "desc": "This thin volume holds a scant few dozen vellum pages between its mottled, scaled cover. The pages are scrawled with tight, efficient text which is broken up by outlandish pencil drawings of animals and birds combined together. With the rituals contained in this book, you can combine two or more animals into an adult hybrid of all creatures used. Each ritual requires the indicated amount of time, the indicated cost in mystic reagents, a live specimen of each type of creature to be combined, and enough floor space to draw a combining rune which encircles the component creatures. Once combined, the hybrid creature is a typical example of its new kind, though some aesthetic differences may be detectable. You can't control the creatures you create with this handbook, though the magic of the combining ritual prevents your creations from attacking you for the first 24 hours of their new lives. | Creature | Time | Cost | Component Creatures |\n| ---------------- | -------- | -------- | -------------------------------------------------------- |\n| Flying Snake | 10 mins | 10 gp | A poisonous snake and a Small or smaller bird of prey |\n| Leonino | 10 mins | 15 gp | A cat and a Small or smaller bird of prey |\n| Wolpertinger | 10 mins | 20 gp | A rabbit, a Small or smaller bird of prey, and a deer |\n| Carbuncle | 1 hour | 500 gp | A cat and a bird of paradise |\n| Cockatrice | 1 hour | 150 gp | A lizard and a domestic bird such as a chicken or turkey |\n| Death Dog | 1 hour | 100 gp | A dog and a rooster |\n| Dogmole | 1 hour | 175 gp | A dog and a mole |\n| Hippogriff | 1 hour | 200 gp | A horse and a giant eagle |\n| Bearmit crab | 6 hours | 600 gp | A brown bear and a giant crab |\n| Griffon | 6 hours | 600 gp | A lion and a giant eagle |\n| Pegasus | 6 hours | 1,000 gp | A white horse and a giant owl |\n| Manticore | 24 hours | 2,000 gp | A lion, a porcupine, and a giant bat |\n| Owlbear | 24 hours | 2,000 gp | A brown bear and a giant eagle |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11842,11 +12465,12 @@ "fields": { "name": "Monkey's Paw of Fortune", "desc": "This preserved monkey's paw hangs on a simple leather thong. This paw helps you alter your fate. If you are wearing this paw when you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll the roll with a +10 bonus. You must take the second roll. When you use this property of the paw, one of its fingers curls tight to the palm. When all five fingers are curled tightly into a fist, the monkey's paw loses its magic.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11861,11 +12485,12 @@ "fields": { "name": "Moon Through the Trees", "desc": "This charm is comprised of six polished river stones bound into the shape of a star with glue made from the connective tissues of animals. The reflective surfaces of the stones shimmer with a magical iridescence. While you are within 20 feet of a living tree, you can use a bonus action to become invisible for 1 minute. While invisible, you can use a bonus action to become visible. If you do, each creature of your choice within 30 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this charm's blinding feature for the next 24 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11880,11 +12505,12 @@ "fields": { "name": "Moonfield Lens", "desc": "This lens is rainbow-hued and protected by a sturdy leather case. It has 4 charges, and it regains 1d3 + 1 expended charges daily at dawn. As an action, you can hold the lens to your eye, speak its command word, and expend 2 charges to cause one of the following effects: - *** Find Loved One.** You know the precise location of one creature you love (platonic, familial, or romantic). This knowledge extends into other planes. - *** True Path.** For 1 hour, you automatically succeed on all Wisdom (Survival) checks to navigate in the wild. If you are underground, you automatically know the most direct route to reach the surface.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -11899,11 +12525,12 @@ "fields": { "name": "Moonsteel Dagger", "desc": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -11918,11 +12545,12 @@ "fields": { "name": "Moonsteel Rapier", "desc": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -11937,11 +12565,12 @@ "fields": { "name": "Mordant Battleaxe", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "battleaxe", "armor": null, @@ -11956,11 +12585,12 @@ "fields": { "name": "Mordant Glaive", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "glaive", "armor": null, @@ -11975,11 +12605,12 @@ "fields": { "name": "Mordant Greataxe", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greataxe", "armor": null, @@ -11994,11 +12625,12 @@ "fields": { "name": "Mordant Greatsword", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -12013,11 +12645,12 @@ "fields": { "name": "Mordant Halberd", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "halberd", "armor": null, @@ -12032,11 +12665,12 @@ "fields": { "name": "Mordant Longsword", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -12051,11 +12685,12 @@ "fields": { "name": "Mordant Scimitar", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -12070,11 +12705,12 @@ "fields": { "name": "Mordant Shortsword", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -12089,11 +12725,12 @@ "fields": { "name": "Mordant Sickle", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "sickle", "armor": null, @@ -12108,11 +12745,12 @@ "fields": { "name": "Mordant Whip", "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -12127,11 +12765,12 @@ "fields": { "name": "Mountain Hewer", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. The massive head of this axe is made from chiseled stone lashed to its haft by thick rope and leather strands. Small chips of stone fall from its edge intermittently, though it shows no sign of damage or wear. You can use your action to speak the command word to cause small stones to float and swirl around the axe, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light remains until you use a bonus action to speak the command word again or until you drop or sheathe the axe. As a bonus action, choose a creature you can see. For 1 minute, that creature must succeed on a DC 15 Wisdom saving throw each time it is damaged by the axe or become frightened until the end of your next turn. Creatures of Large size or greater have disadvantage on this save. Once used, this property of the axe can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greataxe", "armor": null, @@ -12146,11 +12785,12 @@ "fields": { "name": "Mountaineer's Hand Crossbow", "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-hand", "armor": null, @@ -12165,11 +12805,12 @@ "fields": { "name": "Mountaineer's Heavy Crossbow", "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-heavy", "armor": null, @@ -12184,11 +12825,12 @@ "fields": { "name": "Mountaineer's Light Crossbow ", "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-light", "armor": null, @@ -12203,11 +12845,12 @@ "fields": { "name": "Muffled Chain Mail", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -12222,11 +12865,12 @@ "fields": { "name": "Muffled Half Plate", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "half-plate", @@ -12241,11 +12885,12 @@ "fields": { "name": "Muffled Padded", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "padded", @@ -12260,11 +12905,12 @@ "fields": { "name": "Muffled Plate", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -12279,11 +12925,12 @@ "fields": { "name": "Muffled Ring Mail", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "ring-mail", @@ -12298,11 +12945,12 @@ "fields": { "name": "Muffled Scale Mail", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -12317,11 +12965,12 @@ "fields": { "name": "Muffled Splint", "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "splint", @@ -12336,11 +12985,12 @@ "fields": { "name": "Mug of Merry Drinking", "desc": "While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can't freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12355,11 +13005,12 @@ "fields": { "name": "Murderous Bombard", "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12374,11 +13025,12 @@ "fields": { "name": "Mutineer's Blade", "desc": "This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar's command word, causing the blade to shed bright green light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar. When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target's next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -12393,11 +13045,12 @@ "fields": { "name": "Nameless Cults", "desc": "This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome is a spellbook that contains the following spells, all of which can be found in the Mythos Magic Chapter of Deep Magic for 5th Edition: black goat's blessing, curse of Yig, ectoplasm, eldritch communion, emanation of Yoth, green decay, hunger of Leng, mind exchange, seed of destruction, semblance of dread, sign of Koth, sleep of the deep, summon eldritch servitor, summon avatar, unseen strangler, voorish sign, warp mind and matter, and yellow sign. At the GM's discretion, the tome can contain other spells similarly related to the Great Old Ones. While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your proficiency bonus for that check is doubled.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12412,11 +13065,12 @@ "fields": { "name": "Necromantic Ink", "desc": "The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink's magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12431,11 +13085,12 @@ "fields": { "name": "Neutralizing Bead", "desc": "This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12450,11 +13105,12 @@ "fields": { "name": "Nithing Pole", "desc": "This pole is crafted to exact retribution for an act of cowardice or dishonor. It's a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole's curse. The carved shaft is draped in horsehide, topped with a horse's skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won't see it until it's too late. The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as “the person who blinded Lars Gustafson” isn't precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target. The DC for the target's Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole's creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12469,11 +13125,12 @@ "fields": { "name": "Nullifier's Lexicon", "desc": "This book has a black leather cover with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. At the GM's discretion, you know the chill touch cantrip instead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12488,11 +13145,12 @@ "fields": { "name": "Oakwood Wand", "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12507,11 +13165,12 @@ "fields": { "name": "Octopus Bracers", "desc": "These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal. The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can't attack other creatures with that tentacle. While your arms are tentacles, you can't wield weapons that require two hands, and you can't wield shields. In addition, you can't cast a spell that has a somatic component. When the bracers' property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12526,11 +13185,12 @@ "fields": { "name": "Oculi of the Ancestor", "desc": "An intricately depicted replica of an eyeball, right down to the blood vessels and other fine details, this item is carved from sacred hardwoods by soothsayers using a specialized ceremonial blade handcrafted specifically for this purpose. When you use an action to place the orb within the eye socket of a skull, it telepathically shows you the last thing that was experienced by the creature before it died. This lasts for up to 1 minute and is limited to only what the creature saw or heard in the final moments of its life. The orb can't show you what the creature might have detected using another sense, such as tremorsense.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12545,11 +13205,12 @@ "fields": { "name": "Odd Bodkin", "desc": "This dagger has a twisted, jagged blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature other than a construct or an undead with this weapon, it loses 1d4 hit points at the start of each of its turns from a jagged wound. Each time you successfully hit the wounded target with this dagger, the damage dealt by the wound increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the wounded creature receives magical healing.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -12564,11 +13225,12 @@ "fields": { "name": "Odorless Oil", "desc": "This odorless, colorless oil can cover a Medium or smaller object or creature, along with the equipment the creature is wearing or carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected target gives off no scent, can't be tracked by scent, and can't be detected with Wisdom (Perception) checks that rely on smell.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12583,11 +13245,12 @@ "fields": { "name": "Ogre's Pot", "desc": "This cauldron boils anything placed inside it, whether venison or timber, to a vaguely edible paste. A spoonful of the paste provides enough nourishment to sustain a creature for one day. As a bonus action, you can speak the pot's command word and force it to roll directly to you at a speed of 40 feet per round as long as you and the pot are on the same plane of existence. It follows the shortest possible path, stopping when it moves to within 5 feet of you, and it bowls over or knocks down any objects or creatures in its path. A creature in its path must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. When this magic pot comes into contact with an object or structure, it deals 4d6 bludgeoning damage. If the damage doesn't destroy or create a path through the object or structure, the pot continues to deal damage at the end of each round, carving a path through the obstacle.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12602,11 +13265,12 @@ "fields": { "name": "Oil of Concussion", "desc": "You can apply this thick, gray oil to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12621,11 +13285,12 @@ "fields": { "name": "Oil of Defoliation", "desc": "Sometimes known as weedkiller oil, this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12640,11 +13305,12 @@ "fields": { "name": "Oil of Extreme Bludgeoning", "desc": "This viscous indigo-hued oil smells of iron. The oil can coat one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical, has a +1 bonus to attack and damage rolls, and deals an extra 1d4 force damage on a hit.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12659,11 +13325,12 @@ "fields": { "name": "Oil of Numbing", "desc": "This astringent-smelling oil stings slightly when applied to flesh, but the feeling quickly fades. The oil can cover a Medium or smaller creature (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected creature has advantage on Constitution saving throws to maintain its concentration on a spell when it takes damage, and it has advantage on ability checks and saving throws made to endure pain. However, the affected creature's flesh is slightly numbed and senseless, and it has disadvantage on ability checks that require fine motor skills or a sense of touch.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12678,11 +13345,12 @@ "fields": { "name": "Oil of Sharpening", "desc": "You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12697,11 +13365,12 @@ "fields": { "name": "Oni Mask", "desc": "This horned mask is fashioned into the fearsome likeness of a pale oni. The mask has 6 charges for the following properties. The mask regains 1d6 expended charges daily at dawn. Spells. While wearing the mask, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): charm person (1 charge), invisibility (2 charges), or sleep (1 charge). Change Shape. You can expend 3 charges as an action to magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true form. Other than your size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which enlarges or shrinks so that it can be wielded in any form. If you die, you revert to your true form, and your weapon reverts to its normal size.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12716,11 +13385,12 @@ "fields": { "name": "Oracle Charm", "desc": "This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12735,11 +13405,12 @@ "fields": { "name": "Orb of Enthralling Patterns", "desc": "This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12754,11 +13425,12 @@ "fields": { "name": "Orb of Obfuscation", "desc": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12773,11 +13445,12 @@ "fields": { "name": "Ouroboros Amulet", "desc": "Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12792,11 +13465,12 @@ "fields": { "name": "Pact Paper", "desc": "This smooth paper is like vellum but is prepared from dozens of scales cast off by a Pact Drake (see Creature Codex). A contract can be inked on this paper, and the paper limns all falsehoods on it with a fiery glow. A command word clears the paper, allowing for several drafts. Another command word locks the contract in place and leaves space for signatures. Creatures signing the contract are afterward bound by the contract with all other signatories alerted when one of the signatories breaks the contract. The creature breaking the contract must succeed on a DC 15 Charisma saving throw or become blinded, deafened, and stunned for 1d6 minutes. A creature can repeat the saving throw at the end of each of minute, ending the conditions on itself on a success. After the conditions end, the creature has disadvantage on saving throws until it finishes a long rest. Once a contract has been locked in place and signed, the paper can't be cleared. If the contract has a duration or stipulation for its end, the pact paper is destroyed when the contract ends, releasing all signatories from any further obligations and immediately ending any effects on them.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12811,11 +13485,12 @@ "fields": { "name": "Padded Armor of the Leaf", "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "padded", @@ -12830,11 +13505,12 @@ "fields": { "name": "Padded Armor of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12849,11 +13525,12 @@ "fields": { "name": "Padded Armor of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12868,11 +13545,12 @@ "fields": { "name": "Padded Armor of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12887,11 +13565,12 @@ "fields": { "name": "Parasol of Temperate Weather", "desc": "This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun's heat in the desert or geothermal heat in deep caverns, the parasol doesn't protect you from damage caused by super-heated environments or creatures, such as lava or an azer's Heated Body trait, or magic that deals fire damage, such as the fire bolt spell.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12906,11 +13585,12 @@ "fields": { "name": "Pavilion of Dreams", "desc": "This foot-long box is 6 inches wide and 6 inches deep. With 1 minute of work, the box's poles and multicolored silks can be unfolded into a pavilion expansive enough to sleep eight Medium or smaller creatures comfortably. The pavilion can stand in winds of up to 60 miles per hour without suffering damage or collapsing, and its interior remains comfortable and dry no matter the weather conditions or temperature outside. Creatures who sleep within the pavilion are immune to spells and other magical effects that would disrupt their sleep or negatively affect their dreams, such as the monstrous messenger version of the dream spell or a night hag's Nightmare Haunting. Creatures who take a long rest in the pavilion, and who sleep for at least half that time, have shared dreams of future events. Though unclear upon waking, these premonitions sit in the backs of the creatures' minds for the next 24 hours. Before the duration ends, a creature can call on the premonitions, expending them and immediately gaining one of the following benefits.\n- If you are surprised during combat, you can choose instead to not be surprised.\n- If you are not surprised at the beginning of combat, you have advantage on the initiative roll.\n- You have advantage on a single attack roll, ability check, or saving throw.\n- If you are adjacent to a creature that is attacked, you can use a reaction to interpose yourself between the creature and the attack. You become the new target of the attack.\n- When in combat, you can use a reaction to distract an enemy within 30 feet of you that attacks an ally you can see. If you do so, the enemy has disadvantage on the attack roll.\n- When an enemy uses the Disengage action, you can use a reaction to move up to your speed toward that enemy. Once used, the pavilion can't be used again until the next dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12925,11 +13605,12 @@ "fields": { "name": "Pearl of Diving", "desc": "This white pearl shines iridescently in almost any light. While underwater and grasping the pearl, you have resistance to cold damage and to bludgeoning damage from nonmagical attacks.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12944,11 +13625,12 @@ "fields": { "name": "Periapt of Eldritch Knowledge", "desc": "This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn't consumed. If the spell on the spell scroll isn't on your class's spell list, you can't cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll, you don't immediately regain spell slots expended on the scroll's spell. You regain expended spell slots as normal for your class.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12963,11 +13645,12 @@ "fields": { "name": "Periapt of Proof Against Lies", "desc": "A pendant fashioned from the claw or horn of a Pact Drake (see Creature Codex) is affixed to a thin gold chain. While you wear it, you know if you hear a lie, but this doesn't apply to evasive statements that remain within the boundaries of the truth. If you lie while wearing this pendant, you become poisoned for 10 minutes.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -12982,11 +13665,12 @@ "fields": { "name": "Pestilent Spear", "desc": "The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "spear", "armor": null, @@ -13001,11 +13685,12 @@ "fields": { "name": "Phase Mirror", "desc": "Unlike other magic items, multiple creatures can attune to the phase mirror by touching it as part of the same short rest. A creature remains attuned to the mirror as long as it is on the same plane of existence as the mirror or until it chooses to end its attunement to the mirror during a short rest. Phase mirrors look almost identical to standard mirrors, but their surfaces are slightly clouded. These mirrors are found in a variety of sizes, from handheld to massive disks. The larger the mirror, the more power it can take in, and consequently, the more creatures it can affect. When it is created, a mirror is connected to a specific plane. The mirror draws in starlight and uses that energy to move between its current plane and its connected plane. While holding or touching a fully charged mirror, an attuned creature can use an action to speak the command word and activate the mirror. When activated, the mirror transports all creatures attuned to it to the mirror's connected plane or back to the Material Plane at a destination of the activating creature's choice. This effect works like the plane shift spell, except it transports only attuned creatures, regardless of their distance from each other, and the destination must be on the Material Plane or the mirror's connected plane. If the mirror is broken, its magic ends, and each attuned creature is trapped in whatever plane it occupies when the mirror breaks. Once activated, the mirror stays active for 24 hours and any attuned creature can use an action to transport all attuned creatures back and forth between the two planes. After these 24 hours have passed, the power drains from the mirror, and it can't be activated again until it is recharged. Each phase mirror has a different recharge time and limit to the number of creatures that can be attuned to it, depending on the mirror's size.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13020,11 +13705,12 @@ "fields": { "name": "Phidjetz Spinner", "desc": "This dart was crafted by the monk Phidjetz, a martial recluse obsessed with dragons. The spinner consists of a golden central disk with four metal dragon heads protruding symmetrically from its center point: one red, one white, one blue and one black. As an action, you can spin the disk using the pinch grip in its center. You choose a single target within 30 feet and make a ranged attack roll. The spinner then flies at the chosen target. Once airborne, each dragon head emits a blast of elemental energy appropriate to its type. When you hit a creature, determine which dragon head affects it by rolling a d4 on the following chart. | d4 | Effect |\n| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | Red. The target takes 1d6 fire damage and combustible materials on the target ignite, doing 1d4 fire damage each turn until it is put out. |\n| 2 | White. The target takes 1d6 cold damage and is restrained until the start of your next turn. |\n| 3 | Blue. The target takes 1d6 lightning damage and is paralyzed until the start of your next turn. |\n| 4 | Black. The target takes 1d6 acid damage and is poisoned until the start of your next turn. | After the attack, the spinner flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dart", "armor": null, @@ -13039,11 +13725,12 @@ "fields": { "name": "Philter of Luck", "desc": "When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll a d3 to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and reroll the d20. This effect ends after you tap into your good fortune or when 1 hour has passed. | d3 | Use fortune for |\n| --- | --------------- |\n| 1 | ability checks |\n| 2 | saving throws |\n| 3 | attack rolls |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13058,11 +13745,12 @@ "fields": { "name": "Phoenix Ember", "desc": "This egg-shaped red and black stone is hot to the touch. An ancient, fossilized phoenix egg, the stone holds the burning essence of life and rebirth. While you are carrying the stone, you have resistance to fire damage. Fiery Rebirth. If you drop to 0 hit points while carrying the stone, you can drop to 1 hit point instead. If you do, a wave of flame bursts out from you, filling the area within 20 feet of you. Each of your enemies in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until the next dawn, and a small, burning crack appears in the egg’s surface. Spells. The stone has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: revivify (1 charge), raise dead (2 charges), or resurrection (3 charges, the spell functions as long as some bit of the target’s body remains, even just ashes or dust). If you expend the last charge, roll a d20. On a 1, the stone shatters into searing fragments, and a firebird (see Tome of Beasts) arises from the ashes. On any other roll, the stone regains 1d3 charges.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13077,11 +13765,12 @@ "fields": { "name": "Pick of Ice Breaking", "desc": "The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn't have a damage threshold when determining the damage you deal to it with this weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "warpick", "armor": null, @@ -13096,11 +13785,12 @@ "fields": { "name": "Pipes of Madness", "desc": "You must be proficient with wind instruments to use these strange, pale ivory pipes. They have 5 charges. You can use an action to play them and expend 1 charge to emit a weird strain of alien music that is audible up to 600 feet away. Choose up to three creatures within 60 feet of you that can hear you play. Each target must succeed on a DC 15 Wisdom saving throw or be affected as if you had cast the confusion spell on it. The pipes regain 1d4 + 1 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13115,11 +13805,12 @@ "fields": { "name": "Pistol of the Umbral Court", "desc": "This hand crossbow is made from coal-colored wood. Its limb is made from cold steel and boasts engravings of sharp teeth. The barrel is magically oiled and smells faintly of ash. The grip is made from rough leather. You gain a +2 bonus on attack and damage rolls made with this magic weapon. When you hit with an attack with this weapon, you can force the target of your attack to succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. The target takes damage, as normal, whether it was pushed away or not. As a bonus action, you can increase the distance creatures are pushed to 20 feet for 1 minute. If the creature strikes a solid object before the movement is complete, it takes 1d6 bludgeoning damage for every 10 feet traveled. Once used, this property of the crossbow can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "crossbow-hand", "armor": null, @@ -13134,11 +13825,12 @@ "fields": { "name": "Plate of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13153,11 +13845,12 @@ "fields": { "name": "Plate of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13172,11 +13865,12 @@ "fields": { "name": "Plate of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13191,11 +13885,12 @@ "fields": { "name": "Plumb of the Elements", "desc": "This four-faceted lead weight is hung on a long leather strip, which can be wound around the haft or handle of any melee weapon. You can remove the plumb and transfer it to another weapon whenever you wish. Weapons with the plumb attached to it deal additional force damage equal to your proficiency bonus (up to a maximum of 3). As an action, you can activate the plumb to change this additional damage type to fire, cold, lightning, or back to force.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13210,11 +13905,12 @@ "fields": { "name": "Plunderer's Sea Chest", "desc": "This oak chest, measuring 3 feet by 5 feet by 3 feet, is secured with iron bands, which depict naval combat and scenes of piracy. The chest opens into an extradimensional space that can hold up to 3,500 cubic feet or 15,000 pounds of material. The chest always weighs 200 pounds, regardless of its contents. Placing an item in the sea chest follows the normal rules for interacting with objects. Retrieving an item from the chest requires you to use an action. When you open the chest to access a specific item, that item is always magically on top. If the chest is destroyed, its contents are lost forever, though an artifact that was inside always turns up again, somewhere. If a bag of holding, portable hole, or similar object is placed within the chest, that item and the contents of the chest are immediately destroyed, and the magic of the chest is disrupted for one day, after which the chest resumes functioning as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13229,11 +13925,12 @@ "fields": { "name": "Pocket Oasis", "desc": "When you unfold and throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra-dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell, and a vine dangles from the opening in place of a rope, allowing access to the oasis. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis can't be used again for 24 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13248,11 +13945,12 @@ "fields": { "name": "Pocket Spark", "desc": "What looks like a simple snuff box contains a magical, glowing ember. Though warm to the touch, the ember can be handled without damage. It can be used to ignite flammable materials quickly. Using it to light a torch, lantern, or anything else with abundant, exposed fuel takes a bonus action. Lighting any other fire takes an action. The ember is consumed when used. If the ember is consumed, the box creates a new ember at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13267,11 +13965,12 @@ "fields": { "name": "Poison Strand", "desc": "When you hit with an attack using this magic whip, the target takes an extra 2d4 poison damage. If you hold one end of the whip and use an action to speak its command word, the other end magically extends and darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 17 Dexterity saving throw or become restrained. While restrained, the target takes 2d4 poison damage at the start of each of its turns, and you can use an action to pull the target up to 20 feet toward you. If you would move the target into damaging terrain, such as lava or a pit, it can make a DC 17 Strength saving throw. On a success, the target isn't pulled toward you. You can't use the whip to make attacks while it is restraining a target, and if you release your end of the whip, the target is no longer restrained. The restrained target can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the target is no longer restrained by the whip. When the whip has restrained creatures for a total of 1 minute, you can't restrain a creature with the whip again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -13286,11 +13985,12 @@ "fields": { "name": "Potent Cure-All", "desc": "The milky liquid in this bottle shimmers when agitated, as small, glittering particles swirl within it. When you drink this potion, it reduces your exhaustion level by one, removes any reduction to one of your ability scores, removes the blinded, deafened, paralyzed, and poisoned conditions, and cures you of any diseases currently afflicting you.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13305,11 +14005,12 @@ "fields": { "name": "Potion of Air Breathing", "desc": "This potion's pale blue fluid smells like salty air, and a seagull's feather floats in it. You can breathe air for 1 hour after drinking this potion. If you could already breathe air, this potion has no effect.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13324,11 +14025,12 @@ "fields": { "name": "Potion of Bad Taste", "desc": "This brown, sludgy potion tastes extremely foul. When you drink this potion, the taste of your flesh is altered to be unpalatable for 1 hour. During this time, if a creature hits you with a bite attack, it must succeed on a DC 10 Constitution saving throw or spend its next action gagging and retching. A creature with an Intelligence of 4 or lower avoids biting you again unless compelled or commanded by an outside force or if you attack it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13343,11 +14045,12 @@ "fields": { "name": "Potion of Bouncing", "desc": "A small, red sphere bobs up and down in the clear, effervescent liquid inside this bottle but disappears when the bottle is opened. When you drink this potion, your body becomes rubbery, and you are immune to falling damage for 1 hour. If you fall at least 10 feet, your body bounces back the same distance. As a reaction while falling, you can angle your fall and position your legs to redirect this distance. For example, if you fall 60 feet, you can redirect your bounce to propel you 30 feet up and 30 feet forward from the position where you landed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13362,11 +14065,12 @@ "fields": { "name": "Potion of Buoyancy", "desc": "When you drink this clear, effervescent liquid, your body becomes unnaturally buoyant for 1 hour. When you are immersed in water or other liquids, you rise to the surface (at a rate of up to 30 feet per round) to float and bob there. You have advantage on Strength (Athletics) checks made to swim or stay afloat in rough water, and you automatically succeed on such checks in calm waters.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13381,11 +14085,12 @@ "fields": { "name": "Potion of Dire Cleansing", "desc": "For 1 hour after drinking this potion, you have resistance to poison damage, and you have advantage on saving throws against being blinded, deafened, paralyzed, and poisoned. In addition, if you are poisoned, this potion neutralizes the poison. Known for its powerful, somewhat burning smell, this potion is difficult to drink, requiring a successful DC 13 Constitution saving throw to drink it. On a failure, you are poisoned for 10 minutes and don't gain the benefits of the potion.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13400,11 +14105,12 @@ "fields": { "name": "Potion of Ebbing Strength", "desc": "When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. The recipe for this potion is flawed and infused with dangerous Void energies. When you drink this potion, you are also poisoned. While poisoned, you take 2d4 poison damage at the end of each minute. If you are reduced to 0 hit points while poisoned, you have disadvantage on death saving throws. This bubbling, pale blue potion is commonly used by the derro and is almost always paired with a Potion of Dire Cleansing or Holy Verdant Bat Droppings (see page 147). Warriors who use this potion without a method of removing the poison don't intend to return home from battle.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13419,11 +14125,12 @@ "fields": { "name": "Potion of Effulgence", "desc": "When you drink this potion, your skin glows with radiance, and you are filled with joy and bliss for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. While glowing, you are blinded and have disadvantage on Dexterity (Stealth) checks to hide. If a creature with the Sunlight Sensitivity trait starts its turn in the bright light you shed, it takes 2d4 radiant damage. This potion's golden liquid sparkles with motes of sunlight.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13438,11 +14145,12 @@ "fields": { "name": "Potion of Empowering Truth", "desc": "A withered snake's tongue floats in the shimmering gold liquid within this crystalline vial. When you drink this potion, you regain one expended spell slot or one expended use of a class feature, such as Divine Sense, Rage, Wild Shape, or other feature with limited uses. Until you finish a long rest, you can't speak a deliberate lie. You are aware of this effect after drinking the potion. Your words can be evasive, as long as they remain within the boundaries of the truth.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13457,11 +14165,12 @@ "fields": { "name": "Potion of Freezing Fog", "desc": "After drinking this potion, you can use an action to exhale a cloud of icy fog in a 20-foot cube originating from you. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Constitution saving throw or take 2d4 cold damage. The effects of this potion end after you have exhaled one fog cloud or 1 hour has passed. This potion has a gray, cloudy appearance and swirls vigorously when shaken.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13476,11 +14185,12 @@ "fields": { "name": "Potion of Malleability", "desc": "The glass bottle holding this thick, red liquid is strangely pliable, and compresses in your hand under the slightest pressure while it still holds the magical liquid. When you drink this potion, your body becomes extremely flexible and adaptable to pressure. For 1 hour, you have resistance to bludgeoning damage, can squeeze through a space large enough for a creature two sizes smaller than you, and have advantage on Dexterity (Acrobatics) checks made to escape a grapple.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13495,11 +14205,12 @@ "fields": { "name": "Potion of Sand Form", "desc": "This potion's container holds a gritty liquid that moves and pours like water filled with fine particles of sand. When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. While in this gaseous form, your appearance is that of a vortex of spiraling sand instead of a misty cloud. In addition, you have advantage on Dexterity (Stealth) checks while in a sandy environment, and, while motionless in a sandy environment, you are indistinguishable from an ordinary swirl of sand.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13514,11 +14225,12 @@ "fields": { "name": "Potion of Skating", "desc": "For 1 hour after you drink this potion, you can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement. This sparkling blue liquid contains tiny snowflakes that disappear when shaken.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13533,11 +14245,12 @@ "fields": { "name": "Potion of Transparency", "desc": "The liquid in this vial is clear like water, and it gives off a slight iridescent sheen when shaken or swirled. When you drink this potion, you and everything you are wearing and carrying turn transparent, but not completely invisible, for 10 minutes. During this time, you have advantage on Dexterity (Stealth) checks, and ranged attacks against you have disadvantage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13552,11 +14265,12 @@ "fields": { "name": "Potion of Worg Form", "desc": "Small flecks of brown hair are suspended in this clear, syrupy liquid. When you drink this potion, you transform into a worg for 1 hour. This works like the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. While in worg form, you can speak normally, and you can cast spells that have only verbal components. This transformation doesn't give you knowledge of the Goblin or Worg languages, and you are able to speak and understand those languages only if you knew them before the transformation.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13571,11 +14285,12 @@ "fields": { "name": "Prayer Mat", "desc": "This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat's colors change to the iconography and colors most appropriate for your deity. If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13590,11 +14305,12 @@ "fields": { "name": "Primal Doom of Anguish", "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13609,11 +14325,12 @@ "fields": { "name": "Primal Doom of Pain", "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13628,11 +14345,12 @@ "fields": { "name": "Primal Doom of Rage", "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13647,11 +14365,12 @@ "fields": { "name": "Primordial Scale", "desc": "This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -13666,11 +14385,12 @@ "fields": { "name": "Prospecting Compass", "desc": "This battered, old compass has engravings of lumps of ore and natural crystalline minerals. While holding this compass, you can use an action to name a type of metal or stone. The compass points to the nearest naturally occurring source of that metal or stone for 1 hour or until you name a different type of metal or stone. The compass can point to cut gemstones, but it can't point to processed metals, such as iron swords or gold coins. The compass can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13685,11 +14405,12 @@ "fields": { "name": "Quick-Change Mirror", "desc": "This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror's command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice). The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can't include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM's discretion. To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror's second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13704,11 +14425,12 @@ "fields": { "name": "Quill of Scribing", "desc": "This quill is fashioned from the feather of some exotic beast, often a giant eagle, griffon, or hippogriff. When you take an action to speak the command word, the quill animates, transcribing each word spoken by you, and up to three other creatures you designate, onto whatever material is placed before it until the command word is spoken again, or it has scribed 250 words. Once used, the quill can't be used again for 8 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13723,11 +14445,12 @@ "fields": { "name": "Quilted Bridge", "desc": "A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. You can use an action to unfold it and pour out three drops of wine in tribute to its maker. If you do so, the blanket becomes a 5-foot wide, 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13742,11 +14465,12 @@ "fields": { "name": "Radiance Bomb", "desc": "This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together. You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13761,11 +14485,12 @@ "fields": { "name": "Radiant Bracers", "desc": "These bronze bracers are engraved with the image of an ankh with outstretched wings. While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric's Turn Undead class feature, except it can't be used to destroy undead. The bracers can't be used to turn undead again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13780,11 +14505,12 @@ "fields": { "name": "Radiant Libram", "desc": "The gilded pages of this holy tome are bound between thin plates of moonstone crystal that emit a gentle incandescence. Aureate celestial runes adorn nearly every inch of its blessed surface. In addition, while you are attuned to the book, the spells written in it count as prepared spells and don't count against the number of spells you can prepare each day. You don't gain additional spell slots from this feature. The following spells are written in the book: beacon of hope, bless, calm emotions, commune, cure wounds, daylight, detect evil and good, divine favor, flame strike, gentle repose, guidance, guiding bolt, heroism, lesser restoration, light, produce flame, protection from evil and good, sacred flame, sanctuary, and spare the dying. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once used, this property of the book can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13799,11 +14525,12 @@ "fields": { "name": "Rain of Chaos", "desc": "This magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a 1d8. The number rolled determines the damage type of the extra damage. | d8 | Damage Type |\n| --- | ----------- |\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Lightning |\n| 5 | Necrotic |\n| 6 | Poison |\n| 7 | Radiant |\n| 8 | Thunder |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longbow", "armor": null, @@ -13818,11 +14545,12 @@ "fields": { "name": "Rainbow Extract", "desc": "This thin, oily liquid shimmers with the colors of the spectrum. For 1 hour after drinking this potion, you can use an action to change the color of your hair, skin, eyes, or all three to any color or mixture of colors in any hue, pattern, or saturation you choose. You can change the colors as often as you want for the duration, but the color changes disappear at the end of the duration.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13837,11 +14565,12 @@ "fields": { "name": "Rapier of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -13856,11 +14585,12 @@ "fields": { "name": "Ravager's Axe", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any attack with this axe that hits a structure or an object that isn't being worn or carried is a critical hit. When you roll a 20 on an attack roll made with this axe, the target takes an extra 1d10 cold damage and 1d10 necrotic damage as the axe briefly becomes a rift to the Void.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greataxe", "armor": null, @@ -13875,11 +14605,12 @@ "fields": { "name": "Recondite Shield", "desc": "While wearing this ring, you can use a bonus action to create a weightless, magic shield that shimmers with arcane energy. You must be proficient with shields to wield this semitranslucent shield, and you wield it in the same hand that wears the ring. The shield lasts for 1 hour or until you dismiss it (no action required). Once used, you can't use the ring in this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13894,11 +14625,12 @@ "fields": { "name": "Recording Book", "desc": "This book, which hosts a dormant Bookkeeper (see Creature Codex), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again. The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours' worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book's recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13913,11 +14645,12 @@ "fields": { "name": "Reef Splitter", "desc": "The head of this warhammer is constructed of undersea volcanic rock and etched with images of roaring flames and boiling water. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the hammer erupts with magma, and the target takes an extra 4d6 fire damage. In addition, if the target is underwater, the water around it begins to boil with the heat of your blow, and each creature other than you within 5 feet of the target takes 2d6 fire damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "warhammer", "armor": null, @@ -13932,11 +14665,12 @@ "fields": { "name": "Relocation Cable", "desc": "This 60-foot length of fine wire cable weighs 2 pounds. If you hold one end of the cable and use an action to speak its command word, the other end plunges into the ground, burrowing through dirt, sand, snow, mud, ice, and similar material to emerge from the ground at a destination you can see up to its maximum length away. The cable can't burrow through solid rock. On the turn it is activated, you can use a bonus action to magically travel from one end of the cable to the other, appearing in an unoccupied space within 5 feet of the other end. On subsequent turns, any creature in contact with one end of the cable can use an action to appear in an unoccupied space within 5 feet of the other end of it. A creature magically traveling from one end of the cable to the other doesn't provoke opportunity attacks. You can retract the cable by using a bonus action to speak the command word a second time.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13951,11 +14685,12 @@ "fields": { "name": "Resolute Bracer", "desc": "This ornamental bracer features a reservoir sewn into its lining. As an action, you can fill the reservoir with a single potion or vial of liquid, such as a potion of healing or antitoxin. While attuned to this bracer, you can use a bonus action to speak the command word and absorb the liquid as if you had consumed it. Liquid stored in the bracer for longer than 8 hours evaporates.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -13970,11 +14705,12 @@ "fields": { "name": "Retribution Armor", "desc": "Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature. - You have resistance to necrotic damage, and you are immune to poison damage. - You can't be charmed or poisoned, and you don't suffer from exhaustion.\n- You have darkvision out to a range of 60 feet.\n- You have advantage on saving throws against effects that turn undead.\n- You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you. You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don't activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -13989,11 +14725,12 @@ "fields": { "name": "Revenant's Shawl", "desc": "This shawl is made of old raven feathers woven together with elk sinew and small bones. When you are reduced to 0 hit points while wearing the shawl, it explodes in a burst of freezing wind. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. You then regain 4d6 hit points, and the shawl disintegrates into fine black powder.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14008,11 +14745,12 @@ "fields": { "name": "Rift Orb", "desc": "This orb is a sphere of obsidian 3 inches in diameter. When you speak the command word in Void Speech, you can throw the sphere as an action to a point within 60 feet. When the sphere reaches the point you choose or if it strikes a solid object on the way, it immediately stops and generates a tiny rift into the Void. The area within 20 feet of the rift orb becomes difficult terrain, and gravity begins drawing everything in the affected area toward the rift. Each creature in the area at the start of its turn, or when it enters the area for the first time on a turn, must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the rift. A creature that touches the rift takes 4d10 necrotic damage. Unattended objects in the area are pulled 10 feet toward the rift at the start of your turn. Nonmagical objects pulled into the rift are destroyed. The rift orb functions for 1 minute, after which time it becomes inert. It can't be used again until the following midnight.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14027,11 +14765,12 @@ "fields": { "name": "Ring Mail of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14046,11 +14785,12 @@ "fields": { "name": "Ring Mail of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14065,11 +14805,12 @@ "fields": { "name": "Ring Mail of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14084,11 +14825,12 @@ "fields": { "name": "Ring of Arcane Adjustment", "desc": "This stylized silver ring is favored by spellcasters accustomed to fighting creatures capable of shrugging off most spells. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you cast a spell of 5th level or lower that has only one target and the target succeeds on the saving throw, you can use a reaction and expend 1 charge from the ring to change the spell's target to a new target within the spell's range. The new target is then affected by the spell, but the new target has advantage on the saving throw. You can't move the spell more than once this way, even if the new target succeeds on the saving throw. You can't move a spell that affects an area, that has multiple targets, that requires an attack roll, or that allows the target to make a saving throw to reduce, but not prevent, the effects of the spell, such as blight or feeblemind.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14103,11 +14845,12 @@ "fields": { "name": "Ring of Bravado", "desc": "This polished brass ring has 3 charges. While wearing the ring, you are inspired to daring acts that risk life and limb, especially if such acts would impress or intimidate others who witness them. When you choose a course of action that could result in serious harm or possible death (your GM has final say in if an action qualifies), you can expend 1 of the ring's charges to roll a d10 and add the number rolled to any d20 roll you make to achieve success or avoid damage, such as a Strength (Athletics) check to scale a sheer cliff and avoid falling or a Dexterity saving throw made to run through a hallway filled with swinging blades. The ring regains all expended charges daily at dawn. In addition, if you fail on a roll boosted by the ring, and you failed the roll by only 1, the ring regains 1 expended charge, as its magic recognizes a valiant effort.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14122,11 +14865,12 @@ "fields": { "name": "Ring of Deceiver's Warning", "desc": "This copper ring is set with a round stone of blue quartz. While you wear the ring, the stone's color changes to red if a shapechanger comes within 30 feet of you. For the purpose of this ring, “shapechanger” refers to any creature with the Shapechanger trait.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14141,11 +14885,12 @@ "fields": { "name": "Ring of Dragon's Discernment", "desc": "A large, orange cat's eye gem is held in the fittings of this ornate silver ring, looking as if it is grasped by scaled talons. While wearing this ring, your senses are sharpened. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can take the Search action as a bonus action. In addition, you are able to discern the value of any object made of precious metals or minerals or rare materials by handling it for 1 round.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14160,11 +14905,12 @@ "fields": { "name": "Ring of Featherweight Weapons", "desc": "If you normally have disadvantage on attack rolls made with weapons with the Heavy property due to your size, you don't have disadvantage on those attack rolls while you wear this ring. This ring has no effect on you if you are Medium or larger or if you don't normally have disadvantage on attack rolls with heavy weapons.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14179,11 +14925,12 @@ "fields": { "name": "Ring of Giant Mingling", "desc": "While wearing this ring, your size changes to match the size of those around you. If you are a Large creature and start your turn within 100 feet of four or more Medium creatures, this ring makes you Medium. Similarly, if you are a Medium creature and start your turn within 100 feet of four or more Large creatures, this ring makes you Large. These effects work like the effects of the enlarge/reduce spell, except they persist as long as you wear the ring and satisfy the conditions.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14198,11 +14945,12 @@ "fields": { "name": "Ring of Hoarded Life", "desc": "This ring stores hit points sacrificed to it, holding them until the attuned wearer uses them. The ring can store up to 30 hit points at a time. When found, it contains 2d10 stored hit points. While wearing this ring, you can use an action to spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the ring stores the total, up to 30 hit points. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts as long as hit points remain stored in the ring. You can't store hit points in the ring if you don't have blood. When hit points are stored in the ring, you can cause one of the following effects: - You can use a bonus action to remove stored hit points from the ring and regain that number of hit points.\n- You can use an action to remove stored hit points from the ring while touching the ring to a creature. If you do so, the creature regains hit points equal to the amount of hit points you removed from the ring.\n- When you are reduced to 0 hit points and are not killed outright, you can use a reaction to empty the ring of stored hit points and regain hit points equal to that amount. Hit Dice spent on this ring's features can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14217,11 +14965,12 @@ "fields": { "name": "Ring of Imperious Command", "desc": "Embossed in gold on this heavy iron ring is the image of a crown. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing this ring, you have advantage on Charisma (Intimidation) checks, and you can project your voice up to 300 feet with perfect clarity. In addition, you can use an action and expend 1 of the ring's charges to command a creature you can see within 30 feet of you to kneel before you. The target must make a DC 15 Charisma saving throw. On a failure, the target spends its next turn moving toward you by the shortest and most direct route then falls prone and ends its turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14236,11 +14985,12 @@ "fields": { "name": "Ring of Light's Comfort", "desc": "A disc of white chalcedony sits within an encompassing band of black onyx, set into fittings on this pewter ring. While wearing this ring in dim light or darkness, you can use a bonus action to speak the ring's command word, causing it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The ring automatically sheds this light if you start your turn within 60 feet of an undead or lycanthrope. The light lasts until you use a bonus action to repeat the command word. In addition, you can't be charmed, frightened, or possessed by undead or lycanthropes.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14255,11 +15005,12 @@ "fields": { "name": "Ring of Night's Solace", "desc": "A disc of black onyx sits within an encompassing band of white chalcedony, set into fittings on this pewter ring. While wearing this ring in bright light, you are draped in a comforting cloak of shadow, protecting you from the harshest glare. If you have the Sunlight Sensitivity trait or a similar trait that causes you to have disadvantage on attack rolls or Wisdom (Perception) checks while in bright light or sunlight, you don't suffer those effects while wearing this ring. In addition, you have advantage on saving throws against being blinded.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14274,11 +15025,12 @@ "fields": { "name": "Ring of Powerful Summons", "desc": "When you summon a creature with a conjuration spell while wearing this ring, the creature gains a +1 bonus to attack and damage rolls and 1d4 + 4 temporary hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14293,11 +15045,12 @@ "fields": { "name": "Ring of Remembrance", "desc": "This ring is a sturdy piece of string, tied at the ends to form a circle. While wearing it, you can use an action to invoke its power by twisting it on your finger. If you do so, you have advantage on the next Intelligence check you make to recall information. The ring can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14312,11 +15065,12 @@ "fields": { "name": "Ring of Sealing", "desc": "This ring appears to be made of golden chain links. It has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with a melee attack while wearing this ring, you can use a bonus action and expend 1 of the ring's charges to cause mystical golden chains to spring from the ground and wrap around the creature. The target must make a DC 17 Wisdom saving throw. On a failure, the magical chains hold the target firmly in place, and it is restrained. The target can't move or be moved by any means. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. However, if the target fails three consecutive saving throws, the chains bind the target permanently. A successful dispel magic (DC 17) cast on the chains destroys them.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14331,11 +15085,12 @@ "fields": { "name": "Ring of Shadows", "desc": "While wearing this ebony ring in dim light or darkness, you have advantage on Dexterity (Stealth) checks. When you roll a 20 on a Dexterity (Stealth) check, the ring's magic ceases to function until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14350,11 +15105,12 @@ "fields": { "name": "Ring of Small Mercies", "desc": "While wearing this plain, beaten pewter ring, you can use an action to cast the spare the dying spell from it at will.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14369,11 +15125,12 @@ "fields": { "name": "Ring of Stored Vitality", "desc": "While you are attuned to and wearing this ring of polished, white chalcedony, you can feed some of your vitality into the ring to charge it. You can use an action to suffer 1 level of exhaustion. For each level of exhaustion you suffer, the ring regains 1 charge. The ring can store up to 3 charges. As the ring increases in charges, its color reddens, becoming a deep red when it has 3 charges. Your level of exhaustion can be reduced by normal means. If you already suffer from 3 or more levels of exhaustion, you can't suffer another level of exhaustion to restore a charge to the ring. While wearing the ring and suffering exhaustion, you can use an action to expend 1 or more charges from the ring to reduce your exhaustion level. Your exhaustion level is reduced by 1 for each charge you expend.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14388,11 +15145,12 @@ "fields": { "name": "Ring of the Dolphin", "desc": "This gold ring bears a jade carving in the shape of a leaping dolphin. While wearing this ring, you have a swimming speed of 40 feet. In addition, you can hold your breath for twice as long while underwater.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14407,11 +15165,12 @@ "fields": { "name": "Ring of the Frog", "desc": "A pale chrysoprase cut into the shape of a frog is the centerpiece of this tarnished copper ring. While wearing this ring, you have a swimming speed of 20 feet, and you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14426,11 +15185,12 @@ "fields": { "name": "Ring of the Frost Knight", "desc": "This white gold ring is covered in a thin sheet of ice and always feels cold to the touch. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 charge to surround yourself in a suit of enchanted ice that resembles plate armor. For 1 hour, your AC can't be less than 16, regardless of what kind of armor you are wearing, and you have resistance to cold damage. The icy armor melts, ending the effect early, if you take 20 fire damage or more.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14445,11 +15205,12 @@ "fields": { "name": "Ring of the Grove's Guardian", "desc": "This pale gold ring looks as though made of delicately braided vines wrapped around a small, rough obsidian stone. While wearing this ring, you have advantage on Wisdom (Perception) checks. You can use an action to speak the ring's command word to activate it and draw upon the vitality of the grove to which the ring is bound. You regain 2d10 hit points. Once used, this property can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14464,11 +15225,12 @@ "fields": { "name": "Ring of the Jarl", "desc": "This thick band of hammered yellow gold is warm to the touch even in the coldest of climes. While you wear it, you have resistance to cold damage. If you are also wearing boots of the winterlands, you are immune to cold damage instead. Bolstering Shout. When you roll for initiative while wearing this ring, you can use a reaction to shout a war cry, bolstering your allies. Each friendly creature within 30 feet of you and that can hear you gains a +2 bonus on its initiative roll, and it has advantage on attack rolls for a number of rounds equal to your Charisma modifier (minimum of 1 round). Once used, this property of the ring can’t be used again until the next dawn. Wergild. While wearing this ring, you can use an action to create a nonmagical duplicate of the ring that is worth 100 gp. You can bestow this ring upon another as a gift. The ring can’t be used for common barter or trade, but it can be used for debts and payment of a warlike nature. You can give this ring to a subordinate warrior in your service or to someone to whom you owe a blood-debt, as a weregild in lieu of further fighting. You can create up to 3 of these rings each week. Rings that are not gifted within 24 hours of their creation vanish again.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14483,11 +15245,12 @@ "fields": { "name": "Ring of the Water Dancer", "desc": "This thin braided purple ring is fashioned from a single piece of coral. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. In addition, while walking atop any liquid, your movement speed increases by 10 feet and you gain a +1 bonus to your AC.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14502,11 +15265,12 @@ "fields": { "name": "Ring of Ursa", "desc": "This wooden ring is set with a strip of fossilized honey. While wearing this ring, you gain the following benefits: - Your Strength score increases by 2, to a maximum of 20.\n- You have advantage on Charisma (Persuasion) checks made to interact with bearfolk. In addition, while attuned to the ring, your hair grows thick and abundant. Your facial features grow more snout-like, and your teeth elongate. If you aren't a bearfolk, you gain the following benefits while wearing the ring:\n- You can now make a bite attack as an unarmed strike. When you hit with it, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - You gain a powerful build and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14521,11 +15285,12 @@ "fields": { "name": "River Token", "desc": "This small pebble measures 3/4 of an inch in diameter and weighs an ounce. The pebbles are often shaped like salmon, river clams, or iridescent river rocks. Typically, 1d4 + 4 river tokens are found together. The token gives off a distinct shine in sunlight and radiates a scent of fresh, roiling water. It is sturdy but crumbles easily if crushed. As an action, you can destroy the token by crushing it and sprinkling the remains into a river, calming the waters to a gentle current and soothing nearby water-dwelling creatures for 1 hour. Water-dwelling beasts in the river with an Intelligence of 3 or lower are soothed and indifferent toward passing humanoids for the duration. The token's magic soothes but doesn't fully suppress the hostilities of all other water-dwelling creatures. For the duration, each other water-dwelling creature must succeed on a DC 15 Wisdom saving throw to attack or take hostile actions toward passing humanoids. The token's soothing magic ends on a creature if that creature is attacked.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14540,11 +15305,12 @@ "fields": { "name": "Riverine Blade", "desc": "The crossguard of this distinctive sword depicts a stylized Garroter Crab (see Tome of Beasts) with claws extended, and the pommel is set with a smooth, spherical, blue-black river rock. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While on a boat or while standing in any depth of water, you have advantage on Dexterity checks and saving throws.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -14559,11 +15325,12 @@ "fields": { "name": "Rod of Blade Bending", "desc": "This simple iron rod functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. Blade Bend. While holding the rod, you can use an action to activate it, creating a magical field around you for 10 minutes. When a creature attacks you with a melee weapon that deals piercing or slashing damage while the field is active, it must make a DC 15 Wisdom saving throw. On a failure, the creature’s attack misses. On a success, the creature’s attack hits you, but you have resistance to any piercing or slashing damage dealt by the attack as the weapon bends partially away from your body. Once used, this property can’t be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14578,11 +15345,12 @@ "fields": { "name": "Rod of Bubbles", "desc": "This rod appears to be made of foamy bubbles, but it is completely solid to the touch. This rod has 3 charges. While holding it, you can use an action to expend 1 of its charges to conjure a bubble around a creature or object within 30 feet. If the target is a creature, it must make a DC 15 Strength saving throw. On a failed save, the target becomes trapped in a 10-foot sphere of water. A Huge or larger creature automatically succeeds on this saving throw. A creature trapped within the bubble is restrained unless it has a swimming speed and can't breathe unless it can breathe water. If the target is an object, it becomes soaked in water, any fire effects are extinguished, and any acid effects are negated. The bubble floats in the exact spot where it was conjured for up to 1 minute, unless blown by a strong wind or moved by water. The bubble has 50 hit points, AC 8, immunity to acid damage and vulnerability to piercing damage. The inside of the bubble also has resistance to all damage except piercing damage. The bubble disappears after 1 minute or when it is reduced to 0 hit points. When not in use, this rod can be commanded to take liquid form and be stored in a small vial. The rod regains 1d3 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14597,11 +15365,12 @@ "fields": { "name": "Rod of Conveyance", "desc": "The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell's 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14616,11 +15385,12 @@ "fields": { "name": "Rod of Deflection", "desc": "This thin, flexible rod is made of braided silver and brass wire and topped with a spoon-like cup. While holding the rod, you can use a reaction to deflect a ranged weapon attack against you. You can simply cause the attack to miss, or you can attempt to redirect the attack against another target, even your attacker. The attack must have enough remaining range to reach the new target. If the additional distance between yourself and the new target is within the attack's long range, it is made at disadvantage as normal, using the original attack roll as the first roll. The rod has 3 charges. You can expend a charge as a reaction to redirect a ranged spell attack as if it were a ranged weapon attack, up to the spell's maximum range. The rod regains 1d3 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14635,11 +15405,12 @@ "fields": { "name": "Rod of Ghastly Might", "desc": "The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below. If you press **button 1**, the rod's head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits. If you press **button 2**, the rod's head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn. If you press **button 3**, a 2-foot blade springs from the tip of the rod's handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it. If you press **button 4**, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod's handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone. If you press **button 5**, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you. Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead. Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can’t be used again until the next dusk. Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14654,11 +15425,12 @@ "fields": { "name": "Rod of Hellish Grounding", "desc": "This curious jade rod is tipped with a knob of crimson crystal that glows and shimmers with eldritch phosphorescence. While holding or carrying the rod, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Acrobatics) checks. Hellish Desiccation. While holding this rod, you can use an action to fire a crimson ray at an object or creature made of metal that you can see within 60 feet of you. The ray forms a 5-foot wide line between you and the target. Each creature in that line that isn’t a construct or an undead must make a DC 15 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. Creatures and objects made of metal are unaffected. If this damage reduces a creature to 0 hit points, it is desiccated. A desiccated creature is reduced to a withered corpse, but everything it is wearing and carrying is unaffected. The creature can be restored to life only by means of a true resurrection or a wish spell. Once used, this property can’t be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14673,11 +15445,12 @@ "fields": { "name": "Rod of Icicles", "desc": "This white crystalline rod is shaped like an icicle. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to attack one creature you can see within 60 feet of you. The rod launches an icicle at the target and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 piercing damage and 2d6 cold damage. On a critical hit, the target is also paralyzed until the end of its next turn as it momentarily freezes. If you take fire damage while holding this rod, you become immune to fire damage for 1 minute, and the rod loses 2 charges. If the rod has only 1 charge remaining when you take fire damage, you become immune to fire damage, as normal, but the rod melts into a puddle of water and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14692,11 +15465,12 @@ "fields": { "name": "Rod of Reformation", "desc": "This rod of polished white oak is wrapped in a knotted cord with three iron rings binding each end. If you are holding the rod and fail a saving throw against a transmutation spell or other effect that would change your body or remove or alter parts of you, you can choose to succeed instead. The rod can’t be used this way again until the next dawn. The rod has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rings fall off, the cord unknots, and the entire rod slowly falls to pieces and is destroyed. Cure Transformation. While holding the rod, you can use an action to expend 1 charge while touching a creature that has been affected by a transmutation spell or other effect that changed its physical form, such as the polymorph spell or a medusa's Petrifying Gaze. The rod restores the creature to its original form. If the creature is willingly transformed, such as a druid using Wild Shape, you must make a melee weapon attack roll, using the rod. You are proficient with the rod if you are proficient with clubs. On a hit, you can expend 1 of the rod’s charges to force the target to make a DC 15 Constitution saving throw. On a failure, the target reverts to its original form. Mend Form. While holding the rod, you can use an action to expend 2 charges to reattach a creature's severed limb or body part. The limb must be held in place while you use the rod, and the process takes 1 minute to complete. You can’t reattach limbs or other body parts to dead creatures. If the limb is lost, you can spend 4 charges instead to regenerate the missing piece, which takes 2 minutes to complete. Reconstruct Form. While holding the rod, you can use an action to expend 5 charges to reconstruct the form of a creature or object that has been disintegrated, burned to ash, or similarly destroyed. An item is completely restored to its original state. A creature’s body is fully restored to the state it was in before it was destroyed. The creature isn’t restored to life, but this reconstruction of its form allows the creature to be restored to life by spells that require the body to be present, such as raise dead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14711,11 +15485,12 @@ "fields": { "name": "Rod of Repossession", "desc": "This short, metal rod is engraved with arcane runes and images of open hands. The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges and target an object within 30 feet of you that isn't being worn or carried. If the object weighs no more than 25 pounds, it floats to your open hand. If you have no hands free, the object sticks to the tip of the rod until the end of your next turn or until you remove it as a bonus action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14730,11 +15505,12 @@ "fields": { "name": "Rod of Sacrificial Blessing", "desc": "This silvery rod is set with rubies on each end. One end holds rubies shaped to resemble an open, fanged maw, and the other end's rubies are shaped to resemble a heart. While holding this rod, you can use an action to spend one or more Hit Dice, up to half your maximum Hit Dice, while pointing the heart-shaped ruby end of the rod at a target within 60 feet of you. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target regains hit points equal to the total hit points you lost. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14749,11 +15525,12 @@ "fields": { "name": "Rod of Sanguine Mastery", "desc": "This rod is topped with a red ram's skull with two backswept horns. As an action, you can spend one or more Hit Dice, up to half of your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and a target within 60 feet of you must make a DC 17 Dexterity saving throw, taking necrotic damage equal to the total on a failed save, or half as much damage on a successful one. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14768,11 +15545,12 @@ "fields": { "name": "Rod of Swarming Skulls", "desc": "An open-mouthed skull caps this thick, onyx rod. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While holding the rod, you can use an action and expend 1 of the rod's charges to unleash a swarm of miniature spectral blue skulls at a target within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failure, it takes 3d6 psychic damage and becomes paralyzed with fear until the end of its next turn. On a success, it takes half the damage and isn't paralyzed. Creatures that can't be frightened are immune to this effect.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14787,11 +15565,12 @@ "fields": { "name": "Rod of the Disciplinarian", "desc": "This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity— attacking, casting, moving, or similar. The activity can be as specific (don't attack the person next to you) or as open (don't cast a spell) as you want, but the activity must be a conscious act on the creature's part, must be something you can determine is upheld or broken, and can't immediately jeopardize the creature's life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can't forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14806,11 +15585,12 @@ "fields": { "name": "Rod of the Infernal Realms", "desc": "The withered, clawed hand of a demon or devil tops this iron rod. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can’t use this property again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14825,11 +15605,12 @@ "fields": { "name": "Rod of the Jester", "desc": "This wooden rod is decorated with colorful scarves and topped with a carving of a madly grinning head. Caper. While holding the rod, you can dance and perform general antics that attract attention. Make a DC 10 Charisma (Performance) check. On a success, one creature that can see and hear you must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute. The effect ends if the target can no longer see or hear you or if you are incapacitated. You can affect one additional creature for each 5 points by which you beat the DC (two creatures with a result of 15, three creatures with a result of 20, and so on). Once used, this property can’t be used again until the next dawn. Hideous Laughter. While holding the rod, you can use an action to cast the hideous laughter spell (save DC 15) from it. Once used, this property can’t be used again until the next dawn. Slapstick. You can use an action to swing the rod in the direction of a creature within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be pushed up to 5 feet away from you and knocked prone. If the target fails the saving throw by 5 or more, it is also stunned until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14844,11 +15625,12 @@ "fields": { "name": "Rod of the Mariner", "desc": "This thin bone rod is topped with the carved figurine of an albatross in flight. The rod has 5 charges. You can use an action to expend 1 or more of its charges and point the rod at one or more creatures you can see within 30 feet of you, expending 1 charge for each creature. Each target must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute. A cursed creature has disadvantage on attack rolls and saving throws while within 100 feet of a body of water that is at least 20 feet deep. The rod regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod crumbles to dust and is destroyed, and you must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute as if you had been the target of the rod's power.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14863,11 +15645,12 @@ "fields": { "name": "Rod of the Wastes", "desc": "Created by a holy order of knights to protect their most important members on missions into badlands and magical wastelands, these red gold rods are invaluable tools against the forces of evil. This rod has a rounded head, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. While holding or carrying the rod, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks made in badlands and wasteland terrain, and you have advantage on saving throws against being charmed or otherwise compelled by aberrations and fiends. If you are charmed or magically compelled by an aberration or fiend, the rod flashes with crimson light, alerting others to your predicament. Aberrant Smite. If you use Divine Smite when you hit an aberration or fiend with this rod, you use the highest number possible for each die of radiant damage rather than rolling one or more dice for the extra radiant damage. You must still roll damage dice for the rod’s damage, as normal. Once used, this property can’t be used again until the next dawn. Spells. You can use an action to cast one of the following spells from the rod: daylight, lesser restoration, or shield of faith. Once you cast a spell with this rod, you can’t cast that spell again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14882,11 +15665,12 @@ "fields": { "name": "Rod of Thorns", "desc": "Several long sharp thorns sprout along the edge of this stout wooden rod, and it functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to cast the spike growth spell (save DC 15) from it. Embed Thorn. When you hit a creature with this rod, you can expend 1 of its charges to embed a thorn in the creature. At the start of each of the creature’s turns, it must succeed on a DC 15 Constitution saving throw or take 2d6 piercing damage from the embedded thorn. If the creature succeeds on two saving throws, the thorn falls out and crumbles to dust. The successes don’t need to be consecutive. If the creature dies while the thorn is embedded, its body transforms into a patch of nonmagical brambles, which fill its space with difficult terrain.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14901,11 +15685,12 @@ "fields": { "name": "Rod of Underworld Navigation", "desc": "This finely carved rod is decorated with gold and small dragon scales. While underground and holding this rod, you know how deep below the surface you are. You also know the direction to the nearest exit leading upward. As an action while underground and holding this rod, you can use the find the path spell to find the shortest, most direct physical route to a location you are familiar with on the surface. Once used, the find the path property can't be used again until 3 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14920,11 +15705,12 @@ "fields": { "name": "Rod of Vapor", "desc": "This wooden rod is topped with a dragon's head, carved with its mouth yawning wide. While holding the rod, you can use an action to cause a thick mist to issue from the dragon's mouth, filling your space. As long as you maintain concentration, you leave a trail of mist behind you when you move. The mist forms a line that is 5 feet wide and as long as the distance you travel. This mist you leave behind you lasts for 2 rounds; its area is heavily obscured on the first round and lightly obscured on the second, then it dissipates. When the rod has produced enough mist to fill ten 5-foot-square areas, its magic ceases to function until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14939,11 +15725,12 @@ "fields": { "name": "Rod of Verbatim", "desc": "Tiny runic script covers much of this thin brass rod. While holding the rod, you can use a bonus action to activate it. For 10 minutes, it translates any language spoken within 30 feet of it into Common. The translation can be auditory, or it can appear as glowing, golden script, a choice you make when you activate it. If the translation appears on a surface, the surface must be within 30 feet of the rod and each word remains for 1 round after it was spoken. The rod's translation is literal, and it doesn't replicate or translate emotion or other nuances in speech, body language, or culture. Once used, the rod can't be used again until 1 hour has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14958,11 +15745,12 @@ "fields": { "name": "Rod of Warning", "desc": "This plain, wooden rod is topped with an orb of clear, polished crystal. You can use an action activate it with a command word while designating a particular kind of creature (orcs, wolves, etc.). When such a creature comes within 120 feet of the rod, the crystal glows, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to deactivate the rod's light or change the kind of creature it detects. The rod doesn't need to be in your possession to function, but you must have it in hand to activate it, deactivate it, or change the kind of creature it detects.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14977,11 +15765,12 @@ "fields": { "name": "Rogue's Aces", "desc": "These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates. Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves’ tools for the next 24 hours. Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -14996,11 +15785,12 @@ "fields": { "name": "Root of the World Tree", "desc": "Crafted from the root burl of a sacred tree, this rod is 2 feet long with a spiked, knobby end. Runes inlaid with gold decorate the full length of the rod. This rod functions as a magic mace. Blood Anointment. You can perform a 1-minute ritual to anoint the rod in your blood. If you do, your hit point maximum is reduced by 2d4 until you finish a long rest. While your hit point maximum is reduced in this way, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and, when you hit a fey or giant with this weapon, that creature takes an extra 2d6 necrotic damage. Holy Anointment. If you spend 1 minute anointing the rod with a flask of holy water, you can cast the augury spell from it. The runes carved into the rod glow and move, forming an answer to your query.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15015,11 +15805,12 @@ "fields": { "name": "Rope Seed", "desc": "If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15034,11 +15825,12 @@ "fields": { "name": "Rowan Staff", "desc": "Favored by those with ties to nature and death, this staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have an advantage on saving throws against spells. The staff has 10 charges for the following properties. It regains 1d4 + 1 expended charges daily at midnight, though it regains all its charges if it is bathed in moonlight at midnight. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spell. While holding this staff, you can use an action to expend 1 or more of its charges to cast animate dead, using your spell save DC and spellcasting ability. The target bones or corpse can be a Medium or smaller humanoid or beast. Each charge animates a separate target. These undead creatures are under your control for 24 hours. You can use an action to expend 1 charge each day to reassert your control of up to four undead creatures created by this staff for another 24 hours. Deanimate. You can use an action to strike an undead creature with the staff in combat. If the attack hits, the target must succeed on a DC 17 Constitution saving throw or revert to an inanimate pile of bones or corpse in its space. If the undead has the Incorporeal Movement trait, it is destroyed instead. Deanimating an undead creature expends a number of charges equal to twice the challenge rating of the creature (minimum of 1). If the staff doesn’t have enough charges to deanimate the target, the staff doesn’t deanimate the target.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -15053,11 +15845,12 @@ "fields": { "name": "Rowdy's Club", "desc": "This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy's ring (see page 87), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "club", "armor": null, @@ -15072,11 +15865,12 @@ "fields": { "name": "Rowdy's Ring", "desc": "The face of this massive ring is a thick slab of gold-plated lead, which is attached to twin rings that are worn over the middle and ring fingers. The slab covers your fingers from the first and second knuckles, and it often has a threatening word or image engraved on it. While wearing the ring, your unarmed strike uses a d4 for damage and attacks made with the ring hand count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15091,11 +15885,12 @@ "fields": { "name": "Royal Jelly", "desc": "This oil is distilled from the pheromones of queen bees and smells faintly of bananas. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying. For larger creatures, one additional vial is required for each size category above Medium. Applying the oil takes 10 minutes. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15110,11 +15905,12 @@ "fields": { "name": "Ruby Crusher", "desc": "This greatclub is made entirely of fused rubies with a grip wrapped in manticore hide A roaring fire burns behind its smooth facets. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to speak this magic weapon's command word, causing it to be engulfed in flame. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the greatclub is aflame, it deals fire damage instead of bludgeoning damage. The flames last until you use a bonus action to speak the command word again or until you drop the weapon. When you hit a Large or larger creature with this greatclub, the creature must succeed on a DC 17 Constitution saving throw or be pushed up to 30 feet away from you. If the creature strikes a solid object, such as a door or wall, during this movement, it and the object take 1d6 bludgeoning damage for each 10 feet the creature traveled before hitting the object.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatclub", "armor": null, @@ -15129,11 +15925,12 @@ "fields": { "name": "Rug of Safe Haven", "desc": "This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour. The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures. The entrance can be hidden by pulling the rug flat. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends. The rug can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15148,11 +15945,12 @@ "fields": { "name": "Rust Monster Shell", "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to magically coat the armor in rusty flakes for 1 minute. While the armor is coated in rusty flakes, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "breastplate", @@ -15167,11 +15965,12 @@ "fields": { "name": "Sacrificial Knife", "desc": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -15186,11 +15985,12 @@ "fields": { "name": "Saddle of the Cavalry Casters", "desc": "This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, creatures have disadvantage on opportunity attacks against the mount or its rider. While you sit astride this saddle, you have advantage on any checks to remain mounted and on Constitution saving throws to maintain concentration on a spell when you take damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15205,11 +16005,12 @@ "fields": { "name": "Sanctuary Shell", "desc": "This seashell is intricately carved with protective runes. If you are carrying the shell and are reduced to 0 hit points or incapacitated, the shell activates, creating a bubble of force that expands to surround you and forces any other creatures out of your space. This sphere works like the wall of force spell, except that any creature intent on aiding you can pass through it. The protective sphere lasts for 10 minutes, or until you regain at least 1 hit point or are no longer incapacitated. When the protective sphere ends, the shell crumbles to dust.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15224,11 +16025,12 @@ "fields": { "name": "Sand Arrow", "desc": "The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target's speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15243,11 +16045,12 @@ "fields": { "name": "Sand Suit", "desc": "Created from the treated body of a destroyed Apaxrusl (see Tome of Beasts 2), this leather armor constantly sheds fine sand. The faint echoes of damned souls also emanate from the armor. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, you can move through nonmagical, unworked earth and stone at your speed. While doing so, you don't disturb the material you move through. Because the souls that once infused the apaxrusl remain within the armor, you are susceptible to effects that sense, target, or harm fiends, such as a paladin's Divine Smite or a ranger's Primeval Awareness. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. As a reaction, when you are hit by an attack, you can expend 1 charge and make the armor flow like sand. Roll a 1d12 and reduce the damage you take by the number rolled.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -15262,11 +16065,12 @@ "fields": { "name": "Sandals of Sand Skating", "desc": "These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15281,11 +16085,12 @@ "fields": { "name": "Sandals of the Desert Wanderer", "desc": "While you wear these soft leather sandals, you have resistance to fire damage. In addition, you ignore difficult terrain created by loose or deep sand, and you can tolerate temperatures of up to 150 degrees Fahrenheit.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15300,11 +16105,12 @@ "fields": { "name": "Sanguine Lance", "desc": "This fiendish lance runs red with blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature that has blood with this lance, the target takes an extra 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "lance", "armor": null, @@ -15319,11 +16125,12 @@ "fields": { "name": "Satchel of Seawalking", "desc": "This eel-hide leather pouch is always filled with an unspeakably foul-tasting, coarse salt. You can use an action to toss a handful of the salt onto the surface of an unoccupied space of water. The water in a 5-foot cube becomes solid for 1 minute, resembling greenish-blue glass. This cube is buoyant and can support up to 750 pounds. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If you toss the salt into an occupied space, the water congeals briefly then disperses harmlessly. If the satchel is opened underwater, the pouch is destroyed as its contents permanently harden. Once five handfuls of the salt have been pulled from the satchel, the satchel can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15338,11 +16145,12 @@ "fields": { "name": "Scale Mail of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15357,11 +16165,12 @@ "fields": { "name": "Scale Mail of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15376,11 +16185,12 @@ "fields": { "name": "Scale Mail of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15395,11 +16205,12 @@ "fields": { "name": "Scalehide Cream", "desc": "As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn't combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15414,11 +16225,12 @@ "fields": { "name": "Scarab of Rebirth", "desc": "This coin-sized figurine of a scarab is crafted from an unidentifiable blue-gray metal, but it appears mundane in all other respects. When you speak its command word, it whirs to life and burrows into your flesh. You can speak the command word again to remove the scarab. While the scarab is embedded in your flesh, you gain the following:\n- You no longer need to eat or drink.\n- You can magically sense the presence of undead and pinpoint the location of any undead within 30 feet of you.\n- Your hit point maximum is reduced by 10.\n- If you die, you return to life with half your maximum hit points at the start of your next turn. The scarab can't return you to life if you were beheaded, disintegrated, crushed, or similar full-body destruction. Afterwards, the scarab exits your body and goes dormant. It can't be used again until 14 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15433,11 +16245,12 @@ "fields": { "name": "Scarf of Deception", "desc": "While wearing this scarf, you appear different to everyone who looks upon you for less than 1 minute. In addition, you smell, sound, feel, and taste different to every creature that perceives you. Creatures with truesight or blindsight can see your true form, but their other senses are still confounded. If a creature studies you for 1 minute, it can make a DC 15 Wisdom (Perception) check. On a success, it perceives your real form.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15452,11 +16265,12 @@ "fields": { "name": "Scent Sponge", "desc": "This sea sponge collects the scents of creatures and objects. You can use an action to touch the sponge to a creature or object, and the scent of the target is absorbed into the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been absorbed, the target gives off no smell and can't be detected or tracked by creatures, spells, or other effects that rely on smell to detect or track the target. You can use an action to wipe the sponge on a creature or object, masking its natural scent with the scent stored in the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been masked, the target gives off the smell of the creature or object that was stored in the sponge. The effect ends early if the target's scent is replaced by another scent from the sponge or if the scent is cleaned away, which requires vigorous washing for 10 minutes with soap and water or similar materials. The sponge can hold a scent indefinitely, but it can hold only one scent at a time.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15471,11 +16285,12 @@ "fields": { "name": "Scepter of Majesty", "desc": "While holding this bejeweled, golden rod, you can use an action to cast the enthrall spell (save DC 15) from it, exhorting those in range to follow you and obey your commands. When you finish speaking, 1d6 creatures that failed their saving throw are affected as if by the dominate person spell. Each such creature treats you as its ruler, obeying your commands and automatically fighting in your defense should anyone attempt to harm you. If you are also attuned to and wearing a Headdress of Majesty (see page 146), your charmed subjects have advantage on attack rolls against any creature that attacked you or that cast an obvious spell on you within the last round. The scepter can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15490,11 +16305,12 @@ "fields": { "name": "Scimitar of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -15509,11 +16325,12 @@ "fields": { "name": "Scimitar of the Desert Winds", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding or carrying this scimitar, you can tolerate temperatures as low as –50 degrees Fahrenheit or as high as 150 degrees Fahrenheit without any additional protection.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -15528,11 +16345,12 @@ "fields": { "name": "Scorn Pouch", "desc": "The heart of a lover scorned turns black and potent. Similarly, this small leather pouch darkens from brown to black when a creature hostile to you moves within 10 feet of you.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15547,11 +16365,12 @@ "fields": { "name": "Scorpion Feet", "desc": "These thick-soled leather sandals offer comfortable and safe passage across shifting sands. While you wear them, you gain the following benefits:\n- Your speed isn't reduced while in magical or nonmagical difficult terrain made of sand.\n- You have advantage on all ability checks and saving throws against natural hazards where sand is a threatening element.\n- You have immunity to poison damage and advantage on saving throws against being poisoned.\n- You leave no tracks or other traces of your passage through sandy terrain.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15566,11 +16385,12 @@ "fields": { "name": "Scoundrel's Gambit", "desc": "This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can't be used to cast magic missile again until 12 hours have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15585,11 +16405,12 @@ "fields": { "name": "Scourge of Devotion", "desc": "This cat o' nine tails is used primarily for self-flagellation, and its tails have barbs of silver woven into them. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the weapon deals slashing damage instead of bludgeoning damage. You can spend 10 minutes using the scourge in a self-flagellating ritual, which can be done during a short rest. If you do so, your hit point maximum is reduced by 2d8. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while your hit point maximum is reduced. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts until you finish a long rest.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "flail", "armor": null, @@ -15604,11 +16425,12 @@ "fields": { "name": "Scout's Coat", "desc": "This lightweight, woolen coat is typically left naturally colored or dyed in earth tones or darker shades of green. While wearing the coat, you can tolerate temperatures as low as –100 degrees Fahrenheit.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15623,11 +16445,12 @@ "fields": { "name": "Screaming Skull", "desc": "This skull looks like a normal animal or humanoid skull. You can use an action to place the skull on the ground, a table, or other surface and activate it with a command word. The skull's magic triggers when a creature comes within 5 feet of it without speaking that command word. The skull emits a green glow from its eye sockets, shedding dim light in a 15-foot radius, levitates up to 3 feet in the air, and emits a piercing scream for 1 minute that is audible up to 600 feet away. The skull can't be used this way again until the next dawn. The skull has AC 13 and 5 hit points. If destroyed while active, it releases a burst of necromantic energy. Each creature within 5 feet of the skull must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15642,11 +16465,12 @@ "fields": { "name": "Scrimshaw Comb", "desc": "Aside from being carved from bone, this comb is a beautiful example of functional art. It has 3 charges. As an action, you can expend a charge to cast invisibility. Unlike the standard version of this spell, you are invisible only to undead creatures. However, you can attack creatures who are not undead (and thus unaffected by the spell) without ending the effect. Casting a spell breaks the effect as normal. The comb regains 1d3 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15661,11 +16485,12 @@ "fields": { "name": "Scrimshaw Parrot", "desc": "This parrot is carved from bits of whalebone and decorated with bright feathers and tiny jewels. You can use an action to affix the parrot to your shoulder or arm. While the parrot is affixed, you gain the following benefits: - You have advantage on Wisdom (Perception) checks that rely on sight.\n- You can use an action to cast the comprehend languages spell from it at will.\n- You can use an action to speak the command word and activate the parrot. It records up to 2 minutes of sounds within 30 feet of it. You can touch the parrot at any time (no action required), stopping the recording. Commanding the parrot to record new sounds overwrites the previous recording. You can use a bonus action to speak a different command word, and the parrot repeats the sounds it heard. Effects that limit or block sound, such as a closed door or the silence spell, similarly limit or block the sounds the parrot records.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15680,11 +16505,12 @@ "fields": { "name": "Scroll of Fabrication", "desc": "You can draw a picture of any object that is Large or smaller on the face of this blank scroll. When the drawing is complete, it becomes a real, nonmagical, three-dimensional object. Thus, a drawing of a backpack becomes an actual backpack you can use to store and carry items. Any object created by the scroll can be destroyed by the dispel magic spell, by taking it into the area of an antimagic field, or by similar circumstances. Nothing created by the scroll can have a value greater than 25 gp. If you draw an object of greater value, such as a diamond, the object appears authentic, but close inspection reveals it to be made from glass, paste, bone or some other common or worthless material. The object remains for 24 hours or until you dismiss it as a bonus action. The scroll can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15699,11 +16525,12 @@ "fields": { "name": "Scroll of Treasure Finding", "desc": "Each scroll of treasure finding works for a specific type of treasure. You can use an action to read the scroll and sense whether that type of treasure is present within 1 mile of you for 1 hour. This scroll reveals the treasure's general direction, but not its specific location or amount. The GM chooses the type of treasure or determines it by rolling a d100 and consulting the following table. | dice: 1d% | Treasure Type |\n| ----------- | ------------- |\n| 01-10 | Copper |\n| 11-20 | Silver |\n| 21-30 | Electrum |\n| 31-40 | Gold |\n| 41-50 | Platinum |\n| 51-75 | Gemstone |\n| 76-80 | Art objects |\n| 81-00 | Magic items |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15718,11 +16545,12 @@ "fields": { "name": "Scrolls of Correspondence", "desc": "These vellum scrolls always come in pairs. Anything written on one scroll also appears on the matching scroll, as long as they are both on the same plane of existence. Each scroll can hold up to 75 words at a time. While writing on one scroll, you are aware that the words are appearing on a paired scroll, and you know if no creature bears the paired scroll. The scrolls don't translate words written on them, and the reader and writer must be able to read and write the same language to understanding the writing on the scrolls. While holding one of the scrolls, you can use an action to tap it three times with a quill and speak a command word, causing both scrolls to go blank. If one of the scrolls in the pair is destroyed, the other scroll becomes nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15737,11 +16565,12 @@ "fields": { "name": "Sea Witch's Blade", "desc": "This slim, slightly curved blade has a ghostly sheen and a wickedly sharp edge. You can use a bonus action to speak this magic sword's command word (“memory”) and cause the air around the blade to shimmer with a pale, violet glow. This glow sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the sword is glowing, it deals an extra 2d6 psychic damage to any target it hits. The glow lasts until you use a bonus action to speak the command word again or until you drop or sheathe the sword. When a creature takes psychic damage from the sword, you can choose to have the creature make a DC 15 Wisdom saving throw. On a failure, you take 2d6 psychic damage, and the creature is stunned until the end of its next turn. Once used, this feature of the sword shouldn't be used again until the next dawn. Each time it is used before then, the psychic damage you take increases by 2d6.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -15756,11 +16585,12 @@ "fields": { "name": "Searing Whip", "desc": "Inspired by the searing breath weapon of a light drake (see Tome of Beasts 2), this whip seems to have filaments of light interwoven within its strands. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, the creature takes an extra 1d4 radiant damage. When you roll a 20 on an attack roll made with this weapon, the target is blinded until the end of its next turn. The whip has 3 charges, and it regains 1d3 expended charges daily at dawn or when exposed to a daylight spell for 1 minute. While wielding the whip, you can use an action to expend 1 of its charges to transform the whip into a searing beam of light. Choose one creature you can see within 30 feet of you and make one attack roll with this whip against that creature. If the attack hits, that creature and each creature in a line that is 5 feet wide between you and the target takes damage as if hit by this whip. All of this damage is radiant. If the target is undead, you have advantage on the attack roll.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -15775,11 +16605,12 @@ "fields": { "name": "Second Wind", "desc": "This plain, copper band holds a clear, spherical crystal. When you run out of breath or are choking, you can use a reaction to activate the ring. The crystal shatters and air fills your lungs, allowing you to continue to hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum 30 seconds). A shattered crystal magically reforms at the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15794,11 +16625,12 @@ "fields": { "name": "Seelie Staff", "desc": "This white ash staff is decorated with gold and tipped with an uncut crystal of blue quartz. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of fragrant flower petals, which blow away in a sudden wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 radiant damage to the target. If the fey has an evil alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), disguise self (1 charge), pass without trace (2 charges), or tree stride (5 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -15813,11 +16645,12 @@ "fields": { "name": "Selket's Bracer", "desc": "This bronze bracer is crafted in the shape of a scorpion, its legs curled around your wrist, tail raised and ready to strike. While wearing this bracer, you are immune to the poisoned condition. The bracer has 4 charges and regains 1d4 charges daily at dawn. You can expend 1 charge as a bonus action to gain tremorsense out to a range of 30 feet for 1 minute. In addition, you can expend 2 charges as a bonus action to coat a weapon you touch with venom. The poison remains for 1 minute or until an attack using the weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15832,11 +16665,12 @@ "fields": { "name": "Seneschal's Gloves", "desc": "These white gloves have elegant tailoring and size themselves perfectly to fit your hands. The gloves must be attuned to a specific, habitable place with walls, a roof, and doors before you can attune to them. To attune the gloves to a location, you must leave the gloves in the location for 24 hours. Once the gloves are attuned to a location, you can attune to them. While you wear the gloves, you can unlock any nonmagical lock within the attuned location by touching the lock, and any mundane portal you open in the location while wearing these gloves opens silently. As an action, you can snap your fingers and every nonmagical portal within 30 feet of you immediately closes and locks (if possible) as long as it is unobstructed. (Obstructed portals remain open.) Once used, this property of the gloves can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15851,11 +16685,12 @@ "fields": { "name": "Sentinel Portrait", "desc": "This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait's space. You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15870,11 +16705,12 @@ "fields": { "name": "Serpent Staff", "desc": "Fashioned from twisted ash wood, this staff 's head is carved in the likeness of a serpent preparing to strike. You have resistance to poison damage while you hold this staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the carved snake head twists and magically consumes the rest of the staff, destroying it. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cloudkill (5 charges), detect poison and disease (1 charge), poisoned volley* (2 charges), or protection from poison (2 charges). You can also use an action to cast the poison spray spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Serpent Form. While holding the staff, you can use an action cast polymorph on yourself, transforming into a serpent or snake that has a challenge rating of 2 or lower. While you are in the form of a serpent, you retain your Intelligence, Wisdom, and Charisma scores. You can remain in serpent form for up to 1 minute, and you can revert to your normal form as an action. Once used, this property can’t be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -15889,11 +16725,12 @@ "fields": { "name": "Serpentine Bracers", "desc": "These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. You can use an action to speak the bracers' command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command each snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as attack your enemies or guard a location. If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can't be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can't be commanded to become a snake again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15908,11 +16745,12 @@ "fields": { "name": "Serpent's Scales", "desc": "While wearing this armor made from the skin of a giant snake, you gain a +1 bonus to AC, and you have resistance to poison damage. While wearing the armor, you can use an action to cast polymorph on yourself, transforming into a giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -15927,11 +16765,12 @@ "fields": { "name": "Serpent's Tooth", "desc": "When you hit with an attack using this magic spear, the target takes an extra 1d6 poison damage. In addition, while you hold the spear, you have advantage on Dexterity (Acrobatics) checks.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "spear", "armor": null, @@ -15946,11 +16785,12 @@ "fields": { "name": "Shadow Tome", "desc": "This unassuming book possesses powerful illusory magics. When you write on its pages while attuned to it, you can choose for the contents to appear to be something else entirely. A shadow tome used as a spellbook could be made to look like a cookbook, for example. To read the true text, you must speak a command word. A second speaking of the word hides the true text once more. A true seeing spell can see past the shadow tome’s magic and reveals the true text to the reader. Most shadow tomes already contain text, and it is rare to find one filled with blank pages. When you first attune to the book, you can choose to keep or remove the book’s previous contents.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15965,11 +16805,12 @@ "fields": { "name": "Shadowhound's Muzzle", "desc": "This black leather muzzle seems to absorb light. As an action, you can place this muzzle around the snout of a grappled, unconscious, or willing canine with an Intelligence of 3 or lower, such as a mastiff or wolf. The canine transforms into a shadowy version of itself for 1 hour. It uses the statistics of a shadow, except it retains its size. It has its own turns and acts on its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the shadow canine is reduced to 0 hit points, the canine reverts to its original form, and the muzzle is destroyed. At the end of the duration or if you remove the muzzle (by stroking the canine's snout), the canine reverts to its original form, and the muzzle remains intact. If you become unattuned to this item while the muzzle is on a canine, its transformation becomes permanent, and the creature becomes independent with a will of its own. Once used, the muzzle can't be used to transform a canine again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -15984,11 +16825,12 @@ "fields": { "name": "Shark Tooth Crown", "desc": "Shark's teeth of varying sizes adorn this simple leather headband. The teeth pile one atop the other in a jumble of sharp points and flat sides. Three particularly large teeth are stained with crimson dye. The teeth move slightly of their own accord when you are within 1 mile of a large body of saltwater. The effect is one of snapping and clacking, producing a sound not unlike a crab's claw. While wearing this headband, you have advantage on Wisdom (Survival) checks to find your way when in a large body of saltwater or pilot a vessel on a large body of saltwater. In addition, you can use a bonus action to cast the command spell (save DC 15) from the crown. If the target is a beast with an Intelligence of 3 or lower that can breathe water, it automatically fails the saving throw. The headband can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16003,11 +16845,12 @@ "fields": { "name": "Sharkskin Vest", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you have advantage on Strength (Athletics) checks made to swim. While wearing this armor underwater, you can use an action to cast polymorph on yourself, transforming into a reef shark. While you are in the form of the reef shark, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -16022,11 +16865,12 @@ "fields": { "name": "Sheeshah of Revelations", "desc": "This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can't use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16041,11 +16885,12 @@ "fields": { "name": "Shepherd's Flail", "desc": "The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock (see page 72) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, “beast” refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "flail", "armor": null, @@ -16060,11 +16905,12 @@ "fields": { "name": "Shield of Gnawing", "desc": "The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16079,11 +16925,12 @@ "fields": { "name": "Shield of Missile Reversal", "desc": "While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you would be struck by a ranged attack, you can use a reaction to cause the outer surface of the shield to emit a flash of magical energy, sending the missile hurtling back at your attacker. Make a ranged weapon attack roll against your attacker using the attacker's bonuses on the roll. If the attack hits, roll damage as normal, using the attacker's bonuses.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16098,11 +16945,12 @@ "fields": { "name": "Shield of the Fallen", "desc": "Your allies can use this shield to move you when you aren't capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can't be used this way again for 1d12 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16117,11 +16965,12 @@ "fields": { "name": "Shifting Shirt", "desc": "This nondescript, smock-like garment changes its appearance on command. While wearing this shirt, you can use a bonus action to speak the shirt's command word and cause it to assume the appearance of a different set of clothing. You decide what it looks like, including color, style, and accessories—from filthy beggar's clothes to glittering court attire. The illusory appearance lasts until you use this property again or remove the shirt.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16136,11 +16985,12 @@ "fields": { "name": "Shimmer Ring", "desc": "This ring is crafted of silver with an inlay of mother-of-pearl. While wearing the ring, you can use an action to speak a command word and cause the ring to shed white and sparkling bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word. The ring has 6 charges for the following properties. It regains 1d6 charges daily at dawn. Bestow Shimmer. While wearing the ring, you can use a bonus action to expend 1 of its charges to charge a weapon you wield with silvery energy until the start of your next turn. When you hit with an attack using the charged weapon, the target takes an extra 1d6 radiant damage. Shimmering Aura. While wearing the ring, you can use an action to expend 1 of its charges to surround yourself with a silvery, shimmering aura of light for 1 minute. This bright light extends from you in a 5-foot radius and is sunlight. While you are surrounded in this light, you have resistance to radiant damage. Shimmering Bolt. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a bolt of silvery light and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 radiant damage for each charge you expend.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16155,11 +17005,12 @@ "fields": { "name": "Shoes of the Shingled Canopy", "desc": "These well-made, black leather shoes have brass buckles shaped like chimneys. While wearing the shoes, you have proficiency in the Acrobatics skill. In addition, while falling, you can use a reaction to cast the feather fall spell by holding your nose. The shoes can't be used this way again until the next dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16174,11 +17025,12 @@ "fields": { "name": "Shortbow of Accuracy", "desc": "The normal range of this bow is doubled, but its long range remains the same.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortbow", "armor": null, @@ -16193,11 +17045,12 @@ "fields": { "name": "Shortsword of Fallen Saints", "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -16212,11 +17065,12 @@ "fields": { "name": "Shrutinandan Sitar", "desc": "An exquisite masterpiece of craftsmanship, this instrument is named for a prestigious musical academy. You must be proficient with stringed instruments to use this instrument. A creature that plays the instrument without being proficient with stringed instruments must succeed on a DC 17 Wisdom saving throw or take 2d6 psychic damage. The exquisite sounds of this sitar are known to weaken the power of demons. Each creature that can hear you playing this sitar has advantage on saving throws against the spells and special abilities of demons. Spells. You can use an action to play the sitar and cast one of the following spells from it, using your spell save DC and spellcasting ability: create food and water, fly, insect plague, invisibility, levitate, protection from evil and good, or reincarnate. Once the sitar has been used to cast a spell, you can’t use it to cast that spell again until the next dawn. Summon. If you spend 1 minute playing the sitar, you can summon animals to fight by your side. This works like the conjure animals spell, except you can summon only 1 elephant, 1d2 tigers, or 2d4 wolves.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16231,11 +17085,12 @@ "fields": { "name": "Sickle of Thorns", "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can't be used to cut trunks of saplings larger than 1 inch in diameter. It also can't cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage. This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "sickle", "armor": null, @@ -16250,11 +17105,12 @@ "fields": { "name": "Siege Arrow", "desc": "This magic arrow's tip is enchanted to soften stone and warp wood. When this arrow hits an object or structure, it deals double damage then becomes a nonmagical arrow.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16269,11 +17125,12 @@ "fields": { "name": "Signaling Ammunition", "desc": "This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn't hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can't benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16288,11 +17145,12 @@ "fields": { "name": "Signaling Compass", "desc": "The exterior of this clamshell metal case features a polished, mirror-like surface on one side and an ornate filigree on the other. Inside is a magnetic compass. While the case is closed, you can use an action to speak the command word and project a harmless beam of light up to 1 mile. As an action while holding the compass, you can flash a concentrated beam of light at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The compass can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16307,11 +17165,12 @@ "fields": { "name": "Signet of the Magister", "desc": "This heavy, gold ring is set with a round piece of carnelian, which is engraved with the symbol of an eagle perched upon a crown. While wearing the ring, you have advantage on saving throws against enchantment spells and effects. You can use an action to touch the ring to a creature—requiring a melee attack roll unless the creature is willing or incapacitated—and magically brand it with the ring’s crest. When a branded creature harms you, it takes 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a success, a creature is immune to this property of the ring for the next 24 hours, but the brand remains until removed. You can remove the brand as an action. The remove curse spell also removes the brand. Once you brand a creature, you can’t brand another creature until the next dawn. Instruments of Law. If you are also attuned to and wearing a Justicar’s mask (see page 149), you can cast the locate creature to detect a branded creature at will from the ring. If you are also attuned to and carrying a rod of the disciplinarian (see page 83), the psychic damage from the brand increases to 3d6 and the save DC increases to 16.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16326,11 +17185,12 @@ "fields": { "name": "Silver Skeleton Key", "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16345,11 +17205,12 @@ "fields": { "name": "Silver String", "desc": "These silver wires magically adjust to fit any stringed instrument, making its sound richer and more melodious. You have advantage on Charisma (Performance) checks made when playing the instrument.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16364,11 +17225,12 @@ "fields": { "name": "Silvered Oar", "desc": "This is a 6-foot-long birch wood oar with leaves and branches carved into its length. The grooves of the carvings are filled with silver, which glows softly when it is outdoors at night. You can activate the oar as an action to have it row a boat unassisted, obeying your mental commands. You can instruct it to row to a destination familiar to you, allowing you to rest while it performs its task. While rowing, it avoids contact with objects on the boat, but it can be grabbed and stopped by anyone at any time. The oar can move a total weight of 2,000 pounds at a speed of 3 miles per hour. It floats back to your hand if the weight of the craft, crew, and carried goods exceeds that weight.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16383,11 +17245,12 @@ "fields": { "name": "Skald's Harp", "desc": "This ornate harp is fashioned from maple and engraved with heroic scenes of warriors battling trolls and dragons inlaid in bone. The harp is strung with fine silver wire and produces a sharp yet sweet sound. You must be proficient with stringed instruments to use this harp. When you play the harp, its music enhances some of your bard class features. Song of Rest. When you play this harp as part of your Song of Rest performance, each creature that spends one or more Hit Dice during the short rest gains 10 temporary hit points at the end of the short rest. The temporary hit points last for 1 hour. Countercharm. When you play this harp as part of your Countercharm performance, you and any friendly creatures within 30 feet of you also have resistance to thunder damage and have advantage on saving throws against being paralyzed. When this property has been used for a total of 10 minutes, this property can’t be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16402,11 +17265,12 @@ "fields": { "name": "Skipstone", "desc": "This small bark-colored stone measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 1 skipstones are found together. You can use an action to throw the stone up to 60 feet. The stone crumbles to dust on impact and is destroyed. Each creature within a 5-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be thrown forward in time until the start of your next turn. Each creature disappears, during which time it can't act and is protected from all effects. At the start of your next turn, each creature reappears in the space it previously occupied or the nearest unoccupied space, and it is unaware that any time has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16421,11 +17285,12 @@ "fields": { "name": "Skullcap of Deep Wisdom", "desc": "TThis scholar’s cap is covered in bright stitched runes, and the interior is rough, like bark or sharkskin. This cap has 9 charges. It regains 1d8 + 1 expended charges daily at midnight. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells, using your spell save DC or save DC 15, whichever is higher: destructive resonance (2 charges), nether weapon (4 charges), protection from the void (1 charge), or void strike (3 charges). These spells are Void magic spells, which can be found in Deep Magic for 5th Edition. At the GM’s discretion, these spells can be replaced with other spells of similar levels and similarly related to darkness, destruction, or the Void. Dangers of the Void. The first time you cast a spell from the cap each day, your eyes shine with a sickly green light until you finish a long rest. If you spend at least 3 charges from the cap, a trickle of blood also seeps from beneath the cap until you finish a long rest. In addition, each time you cast a spell from the cap, you must succeed on a DC 12 Intelligence saving throw or your Intelligence is reduced by 2 until you finish a long rest. This DC increases by 1 for each charge you spent to cast the spell. Void Calls to Void. When you cast a spell from the cap while within 1 mile of a creature that understands Void Speech, the creature immediately knows your name, location, and general appearance.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16440,11 +17305,12 @@ "fields": { "name": "Slatelight Ring", "desc": "This decorated thick gold band is adorned with a single polished piece of slate. While wearing this ring, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing this ring increases its range by 60 feet. In addition, you can use an action to cast the faerie fire spell (DC 15) from it. The ring can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16459,11 +17325,12 @@ "fields": { "name": "Sleep Pellet", "desc": "This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. An unconscious creature awakens if it takes damage or if another creature uses an action to wake it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16478,11 +17345,12 @@ "fields": { "name": "Slick Cuirass", "desc": "This suit of leather armor has a shiny, greasy look to it. While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don't have disadvantage on attack rolls and Dexterity saving throws.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -16497,11 +17365,12 @@ "fields": { "name": "Slimeblade Greatsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greatsword", "armor": null, @@ -16516,11 +17385,12 @@ "fields": { "name": "Slimeblade Longsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "longsword", "armor": null, @@ -16535,11 +17405,12 @@ "fields": { "name": "Slimeblade Rapier", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "rapier", "armor": null, @@ -16554,11 +17425,12 @@ "fields": { "name": "Slimeblade Scimitar", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -16573,11 +17445,12 @@ "fields": { "name": "Slimeblade Shortsword", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -16592,11 +17465,12 @@ "fields": { "name": "Sling Stone of Screeching", "desc": "This sling stone is carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone. Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16611,11 +17485,12 @@ "fields": { "name": "Slippers of the Cat", "desc": "While you wear these fine, black cloth slippers, you have advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet, and if you succeed on a DC 13 Dexterity saving throw, you take only half the falling damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16630,11 +17505,12 @@ "fields": { "name": "Slipshod Hammer", "desc": "This large smith's hammer appears well-used and rough in make and maintenance. If you use this hammer as part of a set of smith's tools, you can repair metal items in half the time, but the appearance of the item is always sloppy and haphazard. When you roll a 20 on an attack roll made with this magic weapon against a target wearing metal armor, the target's armor is partly damaged and takes a permanent and cumulative –2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "light-hammer", "armor": null, @@ -16649,11 +17525,12 @@ "fields": { "name": "Sloughide Bombard", "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16668,11 +17545,12 @@ "fields": { "name": "Smoking Plate of Heithmir", "desc": "This armor is soot-colored plate with grim dwarf visages on the pauldrons. The pauldrons emit curling smoke and are warm to the touch. You gain a +3 bonus to AC and are resistant to cold damage while wearing this armor. In addition, when you are struck by an attack while wearing this armor, you can use a reaction to fill a 30-foot cone in front of you with dense smoke. The smoke spreads around corners, and its area is heavily obscured. Each creature in the smoke when it appears and each creature that ends its turn in the smoke must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A wind of at least 20 miles per hour disperses the smoke. Otherwise, the smoke lasts for 5 minutes. Once used, this property of the armor can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -16687,11 +17565,12 @@ "fields": { "name": "Smuggler's Bag", "desc": "This leather-bottomed, draw-string canvas bag appears to be a sturdy version of a common sack. If you use an action to speak the command word while holding the bag, all the contents within shift into an extradimensional space, leaving the bag empty. The bag can then be filled with other items. If you speak the command word again, the bag's current contents transfer into the extradimensional space, and the items in the extradimensional space transfer to the bag. The extradimensional space and the bag itself can each hold up to 1 cubic foot of items or 30 pounds of gear.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16706,11 +17585,12 @@ "fields": { "name": "Smuggler's Coat", "desc": "When you attune yourself to this coat, it conforms to you in a color and style of your choice. It has no visible pockets, but they appear if you place your hands against the side of the coat and expect pockets. Once your hand is withdrawn, the pockets vanish and take anything placed in them to an extradimensional space. The coat can hold up to 40 pounds of material in up to 10 different extradimensional pockets. Nothing can be placed inside the coat that won't fit in a pocket. Retrieving an item from a pocket requires you to use an action. When you reach into the coat for a specific item, the correct pocket always appears with the desired item magically on top. As a bonus action, you can force the pockets to become visible on the coat. While you maintain concentration, the coat displays its four outer pockets, two on each side, four inner pockets, and two pockets on each sleeve. While the pockets are visible, any creature you allow can store or retrieve an item as an action. If the coat is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. Placing the coat inside an extradimensional space, such as a bag of holding, instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16725,11 +17605,12 @@ "fields": { "name": "Snake Basket", "desc": "The bowl of this simple, woven basket has hig-sloped sides, making it almost spherical. A matching woven lid sits on top of it, and leather straps secure the lid through loops on the base. The basket can hold up to 10 pounds. As an action, you can speak the command word and remove the lid to summon a swarm of poisonous snakes. You can't summon the snakes if items are in the basket. The snakes return to the basket, vanishing, after 1 minute or when the swarm is reduced to 0 hit points. If the basket is unavailable or otherwise destroyed, the snakes instead dissipate into a fine sand. The swarm is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the swarm moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the swarm acts in a fashion appropriate to its nature. Once the basket has been used to summon a swarm of poisonous snakes, it can't be used in this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16744,11 +17625,12 @@ "fields": { "name": "Soldra's Staff", "desc": "Crafted by a skilled wizard and meant to be a spellcaster's last defense, this staff is 5 feet long, made of yew wood that curves at its top, is iron shod at its mid-section, and capped with a silver dragon's claw that holds a lustrous, though rough and uneven, black pearl. When you make an attack with this staff, it howls and whistles hauntingly like the wind. When you cast a spell from this staff, it chirps like insects on a hot summer night. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. It has 3 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: faerie fire (1 charge) or gust of wind (2 charges). The staff regains 1d3 expended charges daily at dawn. Once daily, it can regain 1 expended charge by exposing the staff 's pearl to moonlight for 1 minute.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -16763,11 +17645,12 @@ "fields": { "name": "Song-Saddle of the Khan", "desc": "Made from enchanted leather and decorated with songs lyrics written in calligraphy, this well-crafted saddle is enchanted with the impossible speed of a great horseman. While this saddle is attached to a horse, that horse's speed is increased by 10 feet. In addition, the horse can Disengage as a bonus action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16782,11 +17665,12 @@ "fields": { "name": "Soul Bond Chalice", "desc": "The broad, shallow bowl of this silver chalice rests in the outstretched wings of the raven figure that serves as the chalice's stem. The raven's talons, perched on a branch, serve as the chalice's base. A pair of interlocking gold rings adorn the sides of the bowl. As a 1-minute ritual, you and another creature that isn't a construct or undead and that has an Intelligence of 6 or higher can fill the chalice with wine and mix in three drops of blood from each of you. You and the other participant can then drink from the chalice, mingling your spirits and creating a magical connection between you. This connection is unaffected by distance, though it ceases to function if you aren't on the same plane of existence. The bond lasts until one or both of you end it of your own free will (no action required), one or both of you use the chalice to bond with another creature, or one of you dies. You and your bonded partner each gain the following benefits: - You are proficient in each saving throw that your bonded partner is proficient in.\n- If you are within 5 feet of your bonded partner and you fail a saving throw, your bonded partner can make the saving throw as well. If your bonded partner succeeds, you can choose to succeed on the saving throw that you failed.\n- You can use a bonus action to concentrate on the magical bond between you to determine your bonded partner's status. You become aware of the direction and distance to your bonded partner, whether they are unharmed or wounded, any conditions that may be currently affecting them, and whether or not they are afflicted with an addiction, curse, or disease. If you can see your bonded partner, you automatically know this information just by looking at them.\n- If your bonded partner is wounded, you can use a bonus action to take 4d8 slashing damage, healing your bonded partner for the same amount. If your bonded partner is reduced to 0 hit points, you can do this as a reaction.\n- If you are under the effects of a spell that has a duration but doesn't require concentration, you can use an action to touch your bonded partner to share the effects of the spell with them, splitting the remaining duration (rounded down) between you. For example, if you are affected by the mage armor spell and it has 4 hours remaining, you can use an action to touch your bonded partner to give them the benefits of the mage armor spell, reducing the duration to 2 hours on each of you.\n- If your bonded partner dies, you must make a DC 15 Constitution saving throw. On a failure, you drop to 0 hit points. On a success, you are stunned until the end of your next turn by the shock of the bond suddenly being broken. Once the chalice has been used to bond two creatures, it can't be used again until 7 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16801,11 +17685,12 @@ "fields": { "name": "Soul Jug", "desc": "If you unstopper the jug, your soul enters it. This works like the magic jar spell, except it has a duration of 9 hours and the jug acts as the gem. The jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 17 Charisma saving throw. Only one soul can be in the jug at a time. If a soul is in the jug when the duration ends, the jug shatters.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16820,11 +17705,12 @@ "fields": { "name": "Spear of the North", "desc": "This spear has an ivory haft, and tiny snowflakes occasionally fall from its tip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic spear, the target takes an extra 1d6 cold damage. You can use an action to transform the spear into a pair of snow skis. While wearing the snow skis, you have a walking speed of 40 feet when you walk across snow or ice, and you can walk across icy surfaces without needing to make an ability check. You can use a bonus action to transform the skis back into the spear. While the spear is transformed into a pair of skis, you can't make attacks with it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "spear", "armor": null, @@ -16839,11 +17725,12 @@ "fields": { "name": "Spear of the Stilled Heart", "desc": "This rowan wood spear has a thick knot in the center of the haft that uncannily resembles a petrified human heart. When you hit with an attack using this magic spear, the target takes an extra 1d6 necrotic damage. The spear has 3 charges, and it regains all expended charges daily at dusk. When you hit a creature with an attack using it, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. You regain hit points equal to the necrotic damage dealt.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "spear", "armor": null, @@ -16858,11 +17745,12 @@ "fields": { "name": "Spear of the Western Whale", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west. When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "spear", "armor": null, @@ -16877,11 +17765,12 @@ "fields": { "name": "Spearbiter", "desc": "The front of this shield is fashioned in the shape of a snarling wolf ’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16896,11 +17785,12 @@ "fields": { "name": "Spectral Blade", "desc": "This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage. As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -16915,11 +17805,12 @@ "fields": { "name": "Spell Disruptor Horn", "desc": "This horn is carved with images of a Spellhound (see Tome of Beasts 2) and invokes the antimagic properties of the hound's howl. You use an action to blow this horn, which emits a high-pitched, multiphonic sound that disrupts all magical effects within 30 feet of you. Any spell of 3rd level or lower in the area ends. For each spell of 4th-level or higher in the area, the horn makes a check with a +3 bonus. The DC equals 10 + the spell's level. On a success, the spell ends. In addition, each spellcaster within 30 feet of you and that can hear the horn must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Once used, the horn can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16934,11 +17825,12 @@ "fields": { "name": "Spice Box of Zest", "desc": "This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16953,11 +17845,12 @@ "fields": { "name": "Spice Box Spoon", "desc": "This lacquered wooden spoon carries an entire cupboard within its smooth contours. When you swirl this spoon in any edible mixture, such as a drink, stew, porridge, or other dish, it exudes a flavorful aroma and infuses the mixture. This culinary wonder mimics any imagined variation of simple seasonings, from salt and pepper to aromatic herbs and spice blends. These flavors persist for 1 hour.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16972,11 +17865,12 @@ "fields": { "name": "Spider Grenade", "desc": "Silver runes decorate the hairy legs and plump abdomen of this fist-sized preserved spider. You can use an action to throw the spider up to 30 feet. It explodes on impact and is destroyed. Each creature within a 20-foot radius of where the spider landed must succeed on a DC 13 Dexterity saving throw or be restrained by sticky webbing. A creature restrained by the webs can use its action to make a DC 13 Strength check. If it succeeds, it is no longer restrained. In addition, the webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. The webs also naturally unravel after 1 hour.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -16991,11 +17885,12 @@ "fields": { "name": "Spider Staff", "desc": "Delicate web-like designs are carved into the wood of this twisted staff, which is often topped with the carved likeness of a spider. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of spiders appears and consumes the staff then vanishes. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges), spider climb (2 charges), or web (2 charges). Spider Swarm. While holding the staff, you can use an action and expend 1 charge to cause a swarm of spiders to appear in a space that you can see within 60 feet of you. The swarm is friendly to you and your companions but otherwise acts on its own. The swarm of spiders remains for 1 minute, until you dismiss it as an action, or until you move more than 100 feet away from it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17010,11 +17905,12 @@ "fields": { "name": "Splint of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17029,11 +17925,12 @@ "fields": { "name": "Splint of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17048,11 +17945,12 @@ "fields": { "name": "Splint of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17067,11 +17965,12 @@ "fields": { "name": "Splinter Staff", "desc": "This roughly made staff has cracked and splintered ends and can be wielded as a magic quarterstaff. When you roll a 20 on an attack roll made with this weapon, you embed a splinter in the target's body, and the pain and discomfort of the splinter is distracting. While the splinter remains embedded, the target has disadvantage on Dexterity, Intelligence, and Wisdom checks, and, if it is concentrating on a spell, it must succeed on a DC 10 Constitution saving throw at the start of each of its turns to maintain concentration on the spell. A creature, including the target, can take its action to remove the splinter by succeeding on a DC 13 Wisdom (Medicine) check.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17086,11 +17985,12 @@ "fields": { "name": "Spyglass of Summoning", "desc": "Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17105,11 +18005,12 @@ "fields": { "name": "Staff of Binding", "desc": "Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff constricts in upon itself and is destroyed. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor* (2 charges), or planar binding (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Unbound. While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17124,11 +18025,12 @@ "fields": { "name": "Staff of Camazotz", "desc": "This staff of petrified wood is topped with a stylized carving of a bat with spread wings, a mouth baring great fangs, and a pair of ruby eyes. It has 10 charges and regains 1d6 + 4 charges daily at dawn. As long as the staff holds at least 1 charge, you can communicate with bats as if you shared a language. Bat and bat-like beasts and monstrosities never attack you unless magically forced to do so or unless you attack them first. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: darkness (2 charges), dominate monster (8 charges), or flame strike (5 charges).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17143,11 +18045,12 @@ "fields": { "name": "Staff of Channeling", "desc": "This plain, wooden staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When you cast a spell while holding this staff, you can expend 1 or more of its charges as part of the casting to increase the level of the spell. Expending 1 charge increases the spell's level by 1, expending 3 charges increases the spell's level by 2, and expending 5 charges increases the spell's level by 3. When you increase a spell's level using the staff, the spell casts as if you used a spell slot of a higher level, but you don't expend that higher-level spell slot. You can't use the magic of this staff to increase a spell to a slot level higher than the highest spell level you can cast. For example, if you are a 7th-level wizard, and you cast magic missile, expending a 2nd-level spell slot, you can expend 3 of the staff 's charges to cast the spell as a 4th-level spell, but you can't expend 5 of the staff 's charges to cast the spell as a 5th-level spell since you can't cast 5th-level spells.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17162,11 +18065,12 @@ "fields": { "name": "Staff of Desolation", "desc": "This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit an object or structure with a melee attack using the staff, you deal double damage (triple damage on a critical hit). The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: thunderwave (1 charge), shatter (2 charges), circle of death (6 charges), disintegrate (6 charges), or earthquake (8 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17181,11 +18085,12 @@ "fields": { "name": "Staff of Dissolution", "desc": "A gray crystal floats in the crook of this twisted staff. The crystal breaks into fragments as it slowly revolves, and those fragments break into smaller pieces then into clouds of dust. In spite of this, the crystal never seems to reduce in size. You have resistance to necrotic damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: blight (4 charges), disintegrate (6 charges), or shatter (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17200,11 +18105,12 @@ "fields": { "name": "Staff of Fate", "desc": "One half of this staff is crafted of white ash and capped in gold, while the other is ebony and capped in silver. The staff has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff splits into two halves with a resounding crack and becomes nonmagical. Fortune. While holding the staff, you can use an action to expend 1 of its charges and touch a creature with the gold end of the staff, giving it good fortune. The target can choose to use its good fortune and have advantage on one ability check, attack roll, or saving throw. This effect ends after the target has used the good fortune three times or when 24 hours have passed. Misfortune. While holding the staff, you can use an action to touch a creature with the silver end of the staff. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on one of the following (your choice): ability checks, attack rolls, or saving throws. If the target fails the saving throw, the staff regains 1 expended charge. This effect lasts until removed by the remove curse spell or until you use an action to expend 1 of its charges and touch the creature with the gold end of the staff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), bane (1 charge), bless (1 charge), remove curse (3 charges), or divination (4 charges). You can also use an action to cast the guidance spell from the staff without using any charges.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17219,11 +18125,12 @@ "fields": { "name": "Staff of Feathers", "desc": "Several eagle feathers line the top of this long, thin staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes into a mass of eagle feathers and is destroyed. Feather Travel. When you are targeted by a ranged attack while holding the staff, you can use a reaction to teleport up to 10 feet to an unoccupied space that you can see. When you do, you briefly transform into a mass of feathers, and the attack misses. Once used, this property can’t be used again until the next dawn. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: conjure animals (2 giant eagles only, 3 charges), fly (3 charges), or gust of wind (2 charges).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17238,11 +18145,12 @@ "fields": { "name": "Staff of Giantkin", "desc": "This stout, oaken staff is 7 feet long, bound in iron, and topped with a carving of a broad, thick-fingered hand. While holding this magic quarterstaff, your Strength score is 20. This has no effect on you if your Strength is already 20 or higher. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the hand slowly clenches into a fist, and the staff becomes a nonmagical quarterstaff.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17257,11 +18165,12 @@ "fields": { "name": "Staff of Ice and Fire", "desc": "Made from the branch of a white ash tree, this staff holds a sapphire at one end and a ruby at the other. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: flaming sphere (2 charges), freezing sphere (6 charges), sleet storm (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff and its gems crumble into ash and snow and are destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17276,11 +18185,12 @@ "fields": { "name": "Staff of Master Lu Po", "desc": "This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges. Some of the staff ’s properties require the target to make a saving throw to resist or lessen the property’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn. Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell’s attacks, you use your Wisdom modifier as your spellcasting ability. Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents. Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll. Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker. Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned. Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17295,11 +18205,12 @@ "fields": { "name": "Staff of Midnight", "desc": "Fashioned from a single branch of polished ebony, this sturdy staff is topped by a lustrous jet. While holding it and in dim light or darkness, you gain a +1 bonus to AC and saving throws. This staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: circle of death (6 charges), darkness (2 charges), or vampiric touch (3 charges). You can also use an action to cast the chill touch cantrip from the staff without using any charges. The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dark powder and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17314,11 +18225,12 @@ "fields": { "name": "Staff of Minor Curses", "desc": "This twisted, wooden staff has 10 charges. While holding it, you can use an action to inflict a minor curse on a creature you can see within 30 feet of you. The target must succeed on a DC 10 Constitution saving throw or be affected by the chosen curse. A minor curse causes a non-debilitating effect or change in the creature, such as an outbreak of boils on one section of the target's skin, intermittent hiccupping, transforming the target's ears into small, donkey-like ears, or similar effects. The curse never interrupts spellcasting and never causes disadvantage on ability checks, attack rolls, or saving throws. The curse lasts for 24 hours or until removed by the remove curse spell or similar magic. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a cloud of noxious gas, and you are targeted with a minor curse of the GM's choice.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17333,11 +18245,12 @@ "fields": { "name": "Staff of Parzelon", "desc": "This tarnished silver staff is tipped with the unholy visage of a fiendish lion skull carved from labradorite—a likeness of the Arch-Devil Parzelon (see Creature Codex). The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), dominate person (5 charges), lightning bolt (3 charges), locate creature (4 charges), locate object (2 charges), magic missile (1 charge), scrying (5 charges), or suggestion (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: comprehend languages, detect evil and good, detect magic, identify, or message. Extract Ageless Knowledge. As an action, you can touch the head of the staff to a corpse. You must form a question in your mind as part of this action. If the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than one sentence—and very specific to the framed question. The corpse doesn’t need a mouth to answer; you receive the information telepathically. The corpse knows only what it knew in life, and it is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This property doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. Once the staff has been used to ask a corpse 5 questions, it can’t be used to extract knowledge from that same corpse again until 3 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17352,11 +18265,12 @@ "fields": { "name": "Staff of Portals", "desc": "This iron-shod wooden staff is heavily worn, and it can be wielded as a quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane lock (2 charges), dimension door (4 charges), knock (2 charges), or passwall (5 charges).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17371,11 +18285,12 @@ "fields": { "name": "Staff of Scrying", "desc": "This is a graceful, highly polished wooden staff crafted from willow. A crystal ball tops the staff, and smooth gold bands twist around its shaft. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: detect thoughts (2 charges), locate creature (4 charges), locate object (2 charges), scrying (5 charges), or true seeing (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a bright flash of light erupts from the crystal ball, and the staff vanishes.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17390,11 +18305,12 @@ "fields": { "name": "Staff of Spores", "desc": "Mold and mushrooms coat this gnarled wooden staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff rots into tiny clumps of slimy, organic matter and is destroyed. Mushroom Disguise. While holding the staff, you can use an action to expend 2 charges to cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like a mushroom for up to 1 hour. You can appear to be a mushroom of any color or shape as long as it is no more than one size larger or smaller than you. This illusion ends early if you move or speak. The changes wrought by this effect fail to hold up to physical inspection. For example, if you appear to have a spongy cap in place of your head, someone touching the cap would feel your face or hair instead. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that you are disguised. Speak with Plants. While holding the staff, you can use an action to expend 1 of its charges to cast the speak with plants spell from it. Spore Cloud. While holding the staff, you can use an action to expend 3 charges to release a cloud of spores in a 20-foot radius from you. The spores remain for 1 minute, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. When a creature, other than you, enters the cloud of spores for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned until the start of its next turn. A wind of at least 10 miles per hour disperses the spores and ends the effect.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17409,11 +18325,12 @@ "fields": { "name": "Staff of the Armada", "desc": "This gold-shod staff is constructed out of a piece of masting from a galleon. The staff can be wielded as a magic quarterstaff that grants you a +1 bonus to attack and damage rolls made with it. While you are on board a ship, this bonus increases to +2. The staff has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control water (4 charges), fog cloud (1 charge), gust of wind (2 charges), or water walk (3 charges). You can also use an action to cast the ray of frost cantrip from the staff without using any charges.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17428,11 +18345,12 @@ "fields": { "name": "Staff of the Artisan", "desc": "This simple, wooden staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Create Object. You can use an action to expend 2 charges to conjure an inanimate object in your hand or on the ground in an unoccupied space you can see within 10 feet of you. The object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object you have seen. You can’t create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects. The object sheds dim light in a 5-foot radius. The object disappears after 1 hour, when you use this property again, or if the object takes or deals any damage. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (5 charges), fabricate (4 charges) or floating disk (1 charge). You can also use an action to cast the mending spell from the staff without using any charges.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17447,11 +18365,12 @@ "fields": { "name": "Staff of the Cephalopod", "desc": "This ugly staff is fashioned from a piece of gnarled driftwood and is crowned with an octopus carved from brecciated jasper. Its gray and red stone tentacles wrap around the top half of the staff. While holding this staff, you have a swimming speed of 30 feet. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the jasper octopus crumbles to dust, and the staff becomes a nonmagical piece of driftwood. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: black tentacles (4 charges), conjure animals (only beasts that can breathe water, 3 charges), darkness (2 charges), or water breathing (3 charges). Ink Cloud. While holding this staff, you can use an action and expend 1 charge to cause an inky, black cloud to spread out in a 30-foot radius from you. The cloud can form in or out of water. The cloud remains for 10 minutes, making the area heavily obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour or a steady current (if underwater) disperses the cloud and ends the effect.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17466,11 +18385,12 @@ "fields": { "name": "Staff of the Four Winds", "desc": "Made of gently twisting ash and engraved with spiraling runes, the staff feels strangely lighter than its size would otherwise suggest. This staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: circle of wind* (1 charge), feather fall (1 charge), gust of wind (2 charges), storm god's doom* (3 charges), wind tunnel* (1 charge), wind walk (6 charges), wind wall (3 charges), or wresting wind* (2 charges). You can also use an action to cast the wind lash* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to breezes, wind, or movement. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and is taken away with the breeze.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17485,11 +18405,12 @@ "fields": { "name": "Staff of the Lantern Bearer", "desc": "An iron hook is affixed to the top of this plain, wooden staff. While holding this staff, you can use an action to cast the light spell from it at will, but the light can emanate only from the staff 's hook. If a lantern hangs from the staff 's hook, you gain the following benefits while holding the staff: - You can control the light of the lantern, lighting or extinguishing it as a bonus action. The lantern must still have oil, if it requires oil to produce a flame.\n- The lantern's flame can't be extinguished by wind or water.\n- If you are a spellcaster, you can use the staff as a spellcasting focus. When you cast a spell that deals fire or radiant damage while using this staff as your spellcasting focus, you gain a +1 bonus to the spell's attack roll, or the spell's save DC increases by 1 (your choice).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17504,11 +18425,12 @@ "fields": { "name": "Staff of the Peaks", "desc": "This staff is made of rock crystal yet weighs the same as a wooden staff. The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls. In addition, you are immune to the effects of high altitude and severe cold weather, such as hypothermia and frostbite. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters into fine stone fragments and is destroyed. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control weather (8 charges), fault line* (6 charges), gust of wind (2 charges), ice storm (4 charges), jump (1 charge), snow boulder* (4 charges), or wall of stone (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Stone Strike. When you hit a creature or object made of stone or earth with this staff, you can expend 5 of its charges to shatter the target. The target must make a DC 17 Constitution saving throw, taking an extra 10d6 force damage on a failed save, or half as much damage on a successful one. If the target is an object that is being worn or carried, the creature wearing or carrying it must make the saving throw, but only the object takes the damage. If this damage reduces the target to 0 hit points, it shatters and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17523,11 +18445,12 @@ "fields": { "name": "Staff of the Scion", "desc": "This unwholesome staff is crafted of a material that appears to be somewhere between weathered wood and dried meat. It weeps beads of red liquid that are thick and sticky like tree sap but smell of blood. A crystalized yellow eye with a rectangular pupil, like the eye of a goat, sits at its top. You can wield the staff as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the eye liquifies as the staff shrivels and twists into a blackened, smoking ruin and is destroyed. Ember Cloud. While holding the staff, you can use an action and expend 2 charges to release a cloud of burning embers from the staff. Each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The ember cloud remains until the start of your next turn, making the area lightly obscured for creatures other than you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. Fiery Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 fire damage to the target. If you take fire damage while wielding the staff, you have advantage on attack rolls with it until the end of your next turn. While holding the staff, you have resistance to fire damage. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), barkskin (2 charges), confusion (4 charges), entangle (1 charge), or wall of fire (4 charges).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17542,11 +18465,12 @@ "fields": { "name": "Staff of the Treant", "desc": "This unassuming staff appears to be little more than the branch of a tree. While holding this staff, your skin becomes bark-like, and the hair on your head transforms into a chaplet of green leaves. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. Nature’s Guardian. While holding this staff, you have resistance to cold and necrotic damage, but you have vulnerability to fire and radiant damage. In addition, you have advantage on attack rolls against aberrations and undead, but you have disadvantage on saving throws against spells and other magical effects from fey and plant creatures. One with the Woods. While holding this staff, your AC can’t be less than 16, regardless of what kind of armor you are wearing, and you can’t be tracked when you travel through terrain with excessive vegetation, such as a forest or grassland. Tree Friend. While holding this staff, you can use an action to animate a tree you can see within 60 feet of you. The tree uses the statistics of an animated tree and is friendly to you and your companions. Roll initiative for the tree, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t directly harm other trees or the natural world. If you don’t issue any commands to the three, it defends itself from hostile creatures but otherwise takes no actions. Once used, this property can’t be used again until the next dawn. Venerated Tree. If you spend 1 hour in silent reverence at the base of a Huge or larger tree, you can use an action to plant this staff in the soil above the tree’s roots and awaken the tree as a treant. The treant isn’t under your control, but it regards you as a friend as long as you don’t harm it or the natural world around it. Roll a d20. On a 1, the staff roots into the ground, growing into a sapling, and losing its magic. Otherwise, after you awaken a treant with this staff, you can’t do so again until 30 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17561,11 +18485,12 @@ "fields": { "name": "Staff of the Unhatched", "desc": "This staff carved from a burnt ash tree is topped with an unhatched dragon’s (see Creature Codex) skull. This staff can be wielded as a magic quarterstaff. The staff has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Necrotic Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d8 necrotic damage to the target. Spells. While holding the staff, you can use an action to expend 1 charge to cast bane or protection from evil and good from it using your spell save DC. You can also use an action to cast one of the following spells from the staff without using any charges, using your spell save DC and spellcasting ability: chill touch or minor illusion.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17580,11 +18505,12 @@ "fields": { "name": "Staff of the White Necromancer", "desc": "Crafted from polished bone, this strange staff is carved with numerous arcane symbols and mystical runes. The staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: false life (1 charge), gentle repose (2 charges), heartstop* (2 charges), death ward (4 charges), raise dead (5 charges), revivify (3 charges), shared sacrifice* (2 charges), or speak with dead (3 charges). You can also use an action to cast the bless the dead* or spare the dying spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bone staff crumbles to dust.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17599,11 +18525,12 @@ "fields": { "name": "Staff of Thorns", "desc": "This gnarled and twisted oak staff has numerous thorns growing from its surface. Green vines tightly wind their way up along the shaft. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the thorns immediately fall from the staff and it becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: barkskin (2 charges), entangle (1 charge), speak with plants (3 charges), spike growth (2 charges), or wall of thorns (6 charges). Thorned Strike. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 piercing damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17618,11 +18545,12 @@ "fields": { "name": "Staff of Voices", "desc": "The length of this wooden staff is carved with images of mouths whispering, speaking, and screaming. This staff can be wielded as a magic quarterstaff. While holding this staff, you can't be deafened, and you can act normally in areas where sound is prevented, such as in the area of a silence spell. Any creature that is not deafened can hear your voice clearly from up to 1,000 feet away if you wish them to hear it. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the mouths carved into the staff give a collective sigh and close, and the staff becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: divine word (7 charges), magic mouth (2 charges), speak with animals (1 charge), speak with dead (3 charges), speak with plants (3 charges), or word of recall (6 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges. Thunderous Shout. While holding the staff, you can use an action to expend 1 charge and release a chorus of mighty shouts in a 15-foot cone from it. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and is deafened until the end of its next turn. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17637,11 +18565,12 @@ "fields": { "name": "Staff of Winter and Ice", "desc": "This pure white, pine staff is topped with an ornately faceted shard of ice. The entire staff is cold to the touch. You have resistance to cold damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its resistance to cold damage but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Boreas’s breath* (2 charges), cone of cold (5 charges), curse of Boreas* (6 charges), ice storm (4 charges), flurry* (1 charge), freezing fog* (3 charges), freezing sphere (6 charges), frostbite* (5 charges), frozen razors* (3 charges), gliding step* (1 charge), sleet storm (3 charges), snow boulder* (4 charges), triumph of ice* (7 charges), or wall of ice (6 charges). You can also use an action to cast the chill touch or ray of frost spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to ice, snow, or wintry weather. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take cold damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of cold damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17656,11 +18585,12 @@ "fields": { "name": "Standard of Divinity (Glaive)", "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "glaive", "armor": null, @@ -17675,11 +18605,12 @@ "fields": { "name": "Standard of Divinity (Halberd)", "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "halberd", "armor": null, @@ -17694,11 +18625,12 @@ "fields": { "name": "Standard of Divinity (Lance)", "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "lance", "armor": null, @@ -17713,11 +18645,12 @@ "fields": { "name": "Standard of Divinity (Pike)", "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "pike", "armor": null, @@ -17732,11 +18665,12 @@ "fields": { "name": "Steadfast Splint", "desc": "This armor makes you difficult to manipulate both mentally and physically. While wearing this armor, you have advantage on saving throws against being charmed or frightened, and you have advantage on ability checks and saving throws against spells and effects that would move you against your will.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "splint", @@ -17751,11 +18685,12 @@ "fields": { "name": "Stinger", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger's paralyzing venom. The dagger can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -17770,11 +18705,12 @@ "fields": { "name": "Stolen Thunder", "desc": "This bodhrán drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage. The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum's last charge, roll a 1d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item's power, restoring its properties and giving it 1 charge. If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn't pushed. The drum emits a thunderous boom audible out to 300 feet.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17789,11 +18725,12 @@ "fields": { "name": "Stone Staff", "desc": "Sturdy and smooth, this impressive staff is crafted from solid stone. Most stone staves are crafted by dwarf mages and few ever find their way into non-dwarven hands. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: earthskimmer* (4 charges), entomb* (6 charges), flesh to stone (6 charges), meld into stone (3 charges), stone shape (4 charges), stoneskin (4 charges), or wall of stone (5 charges). You can also use an action to cast the pummelstone* or true strike spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, hundreds of cracks appear across the staff 's surface and it crumbles into tiny bits of stone.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17808,11 +18745,12 @@ "fields": { "name": "Stonechewer Gauntlets", "desc": "These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers. While wearing these gauntlets, you can't carry a weapon or object, and you can't climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17827,11 +18765,12 @@ "fields": { "name": "Stonedrift Staff", "desc": "This staff is fashioned from petrified wood and crowned with a raw chunk of lapis lazuli veined with gold. The staff can be wielded as a magic quarterstaff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Spells. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (only stone objects, 5 charges), earthquake (8 charges), passwall (only stone surfaces, 5 charges), or stone shape (4 charges). Elemental Speech. You can speak and understand Primordial while holding this staff. Favor of the Earthborn. While holding the staff, you have advantage on Charisma checks made to influence earth elementals or other denizens of the Plane of Earth. Stone Glide. If the staff has at least 1 charge, you have a burrowing speed equal to your walking speed, and you can burrow through earth and stone while holding this staff. While doing so, you don’t disturb the material you move through.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17846,11 +18785,12 @@ "fields": { "name": "Storyteller's Pipe", "desc": "This long-shanked wooden smoking pipe is etched with leaves along the bowl. Although it is serviceable as a typical pipe, you can use an action to blow out smoke and shape the smoke into wispy images for 10 minutes. This effect works like the silent image spell, except its range is limited to a 10-foot cone in front of you, and the images can be no larger than a 5-foot cube. The smoky images last for 3 rounds before fading, but you can continue blowing smoke to create more images for the duration or until the pipe burns through the smoking material in it, whichever happens first.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17865,11 +18805,12 @@ "fields": { "name": "Studded Leather Armor of the Leaf", "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "studded-leather", @@ -17884,11 +18825,12 @@ "fields": { "name": "Studded-Leather of Warding (+1)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17903,11 +18845,12 @@ "fields": { "name": "Studded-Leather of Warding (+2)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17922,11 +18865,12 @@ "fields": { "name": "Studded-Leather of Warding (+3)", "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17941,11 +18885,12 @@ "fields": { "name": "Sturdy Crawling Cloak", "desc": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17960,11 +18905,12 @@ "fields": { "name": "Sturdy Scroll Tube", "desc": "This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -17979,11 +18925,12 @@ "fields": { "name": "Stygian Crook", "desc": "This staff of gnarled, rotted wood ends in a hooked curvature like a twisted shepherd's crook. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: bestow curse (3 charges), blight (4 charges), contagion (5 charges), false life (1 charge), or hallow (5 charges). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff turns to live maggots and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -17998,11 +18945,12 @@ "fields": { "name": "Superior Potion of Troll Blood", "desc": "When you drink this potion, you regain 5 hit points at the start of each of your turns. After it has restored 50 hit points, the potion's effects end.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18017,11 +18965,12 @@ "fields": { "name": "Supreme Potion of Troll Blood", "desc": "When you drink this potion, you regain 8 hit points at the start of each of your turns. After it has restored 80 hit points, the potion's effects end.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18036,11 +18985,12 @@ "fields": { "name": "Survival Knife", "desc": "When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -18055,11 +19005,12 @@ "fields": { "name": "Swarmfoe Hide", "desc": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -18074,11 +19025,12 @@ "fields": { "name": "Swarmfoe Leather", "desc": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -18093,11 +19045,12 @@ "fields": { "name": "Swashing Plumage", "desc": "This plumage, a colorful bouquet of tropical hat feathers, has a small pin at its base and can be affixed to any hat or headband. Due to its distracting, ostentatious appearance, creatures hostile to you have disadvantage on opportunity attacks against you.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18112,11 +19065,12 @@ "fields": { "name": "Sweet Nature", "desc": "You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 slashing damage. If you use the axe to damage a plant creature or an object made of wood, the axe's blade liquifies into harmless honey, and it can't be used again until 24 hours have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "battleaxe", "armor": null, @@ -18131,11 +19085,12 @@ "fields": { "name": "Swolbold Wraps", "desc": "When wearing these cloth wraps, your forearms and hands swell to half again their normal size without negatively impacting your fine motor skills. You gain a +1 bonus to attack and damage rolls made with unarmed strikes while wearing these wraps. In addition, your unarmed strike uses a d4 for damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a target with an unarmed strike and the target is no more than one size larger than you, you can use a bonus action to automatically grapple the target. Once this special bonus action has been used three times, it can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18150,11 +19105,12 @@ "fields": { "name": "Tactile Unguent", "desc": "Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature's hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18169,11 +19125,12 @@ "fields": { "name": "Tailor's Clasp", "desc": "This ornate brooch is shaped like a jeweled weaving spider or scarab beetle. While it is attached to a piece of fabric, it can be activated as an action. When activated, it skitters across the fabric, mending any tears, adjusting frayed hems, and reinforcing seams. This item works only on nonmagical objects made out of fibrous material, such as clothing, rope, and rugs. It continues repairing the fabric for up to 10 minutes or until the repairs are complete. Once used, it can't be used again until 1 hour has passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18188,11 +19145,12 @@ "fields": { "name": "Talisman of the Snow Queen", "desc": "The coldly beautiful and deadly Snow Queen (see Tome of Beasts) grants these delicate-looking snowflake-shaped mithril talismans to her most trusted spies and servants. Each talisman is imbued with a measure of her power and is magically tied to the queen. It can be affixed to any piece of clothing or worn as an amulet. While wearing the talisman, you gain the following benefits: • You have resistance to cold damage. • You have advantage on Charisma checks when interacting socially with creatures that live in cold environments, such as frost giants, winter wolves, and fraughashar (see Tome of Beasts). • You can use an action to cast the ray of frost cantrip from it at will, using your level and using Intelligence as your spellcasting ability. Blinding Snow. While wearing the talisman, you can use an action to create a swirl of snow that spreads out from you and into the eyes of nearby creatures. Each creature within 15 feet of you must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Once used, this property can’t be used again until the next dawn. Eyes of the Queen. While you are wearing the talisman, the Snow Queen can use a bonus action to see through your eyes if both of you are on the same plane of existence. This effect lasts until she ends it as a bonus action or until you die. You can’t make a saving throw to prevent the Snow Queen from seeing through your eyes. However, being more than 5 feet away from the talisman ends the effect, and becoming blinded prevents her from seeing anything further than 10 feet away from you. When the Snow Queen is looking through your eyes, the talisman sheds an almost imperceptible pale blue glow, which you or any creature within 10 feet of you notice with a successful DC 20 Wisdom (Perception) check. An identify spell fails to reveal this property of the talisman, and this property can’t be removed from the talisman except by the Snow Queen herself.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18207,11 +19165,12 @@ "fields": { "name": "Talking Tablets", "desc": "These two enchanted brass tablets each have gold styli chained to them by small, silver chains. As long as both tablets are on the same plane of existence, any message written on one tablet with its gold stylus appears on the other tablet. If the writer writes words in a language the reader doesn't understand, the tablets translate the words into a language the reader can read. While holding a tablet, you know if no creature bears the paired tablet. When the tablets have transferred a total of 150 words between them, their magic ceases to function until the next dawn. If one of the tablets is destroyed, the other one becomes a nonmagical block of brass worth 25 gp.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18226,11 +19185,12 @@ "fields": { "name": "Talking Torches", "desc": "These heavy iron and wood torches are typically found in pairs or sets of four. While holding this torch, you can use an action to speak a command word and cause it to produce a magical, heatless flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to repeat the command word to extinguish the light. If more than one talking torch remain lit and touching for 1 minute, they become magically bound to each other. A torch remains bound until the torch is destroyed or until it is bound to another talking torch or set of talking torches. While holding or carrying the torch, you can communicate telepathically with any creature holding or carrying one of the torches bound to your torch, as long as both torches are lit and within 5 miles of each other.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18245,11 +19205,12 @@ "fields": { "name": "Tamer's Whip", "desc": "This whip is braided from leather tanned from the hides of a dozen different, dangerous beasts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a beast using this weapon, you have advantage on the attack roll.\nWhen you roll a 20 on the attack roll made with this weapon and the target is a beast, the beast must succeed on a DC 15 Wisdom saving throw or become charmed or frightened (your choice) for 1 minute.\nIf the creature is charmed, it understands and obeys one-word commands, such as “attack,” “approach,” “stay,” or similar. If it is charmed and understands a language, it obeys any command you give it in that language. The charmed or frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -18264,11 +19225,12 @@ "fields": { "name": "Tarian Graddfeydd Ddraig", "desc": "This metal shield has an outer coating consisting of hardened resinous insectoid secretions embedded with flakes from ground dragon scales collected from various dragon wyrmlings and one dragon that was killed by shadow magic. While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you have resistance to acid, cold, fire, lightning, necrotic, and poison damage dealt by the breath weapons of dragons. While wielding the shield in an area of dim or bright light, you can use an action to reflect the light off the shield's dragon scale flakes to cause a cone of multicolored light to flash from it (15-foot cone if in dim light; 30-foot cone if in bright light). Each creature in the area must make a DC 17 Dexterity saving throw. For each target, roll a d6 and consult the following table to determine which color is reflected at it. The shield can't be used this way again until the next dawn. | d6 | Effect |\n| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | **Red**. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 2 | **White**. The target takes 4d6 cold damage and is restrained until the start of your next turn on a failed save, or half as much damage and is not restrained on a successful one. |\n| 3 | **Blue**. The target takes 4d6 lightning damage and is paralyzed until the start of your next turn on a failed save, or half as much damage and is not paralyzed on a successful one. |\n| 4 | **Black**. The target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. If the target failed the save, it also takes an extra 2d6 acid damage on the start of your next turn. |\n| 5 | **Green**. The target takes 4d6 poison damage and is poisoned until the start of your next turn on a failed save, or half as much damage and is not poisoned on a successful one. |\n| 6 | **Shadow**. The target takes 4d6 necrotic damage and its Strength score is reduced by 1d4 on a failed save, or half as much damage and does not reduce its Strength score on a successful one. The target dies if this Strength reduction reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18283,11 +19245,12 @@ "fields": { "name": "Teapot of Soothing", "desc": "This cast iron teapot is adorned with the simple image of fluffy clouds that seem to slowly shift and move across the pot as if on a gentle breeze. Any water placed inside the teapot immediately becomes hot tea at the perfect temperature, and when poured, it becomes the exact flavor the person pouring it prefers. The teapot can serve up to 6 creatures, and any creature that spends 10 minutes drinking a cup of the tea gains 2d6 temporary hit points for 24 hours. The creature pouring the tea has advantage on Charisma (Persuasion) checks for 10 minutes after pouring the first cup. Once used, the teapot can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18302,11 +19265,12 @@ "fields": { "name": "Tenebrous Flail of Screams", "desc": "The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven's claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "flail", "armor": null, @@ -18321,11 +19285,12 @@ "fields": { "name": "Tenebrous Mantle", "desc": "This black cloak appears to be made of pure shadow and shrouds you in darkness. While wearing it, you gain the following benefits: - You have advantage on Dexterity (Stealth) checks.\n- You have resistance to necrotic damage.\n- You can cast the darkness and misty step spells from it at will. Casting either spell from the cloak requires an action. Instead of a silvery mist when you cast misty step, you are engulfed in the darkness of the cloak and emerge from the cloak's darkness at your destination.\n- You can use an action to cast the black tentacles or living shadows (see Deep Magic for 5th Edition) spell from it. The cloak can't be used this way again until the following dusk.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18340,11 +19305,12 @@ "fields": { "name": "Thirsting Scalpel", "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals slashing damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 slashing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 13 Constitution saving throw or lose 2d6 hit points at the start of each of its turns from a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. In addition, once every 7 days while the scalpel is on your person, you must succeed on a DC 15 Charisma saving throw or become driven to feed blood to the scalpel. You have advantage on attack rolls with the scalpel until it is sated. The dagger is sated when you roll a 20 on an attack roll with it, after you deal 14 slashing damage with it, or after 1 hour elapses. If the hour elapses and you haven't sated its thirst for blood, the dagger deals 14 slashing damage to you. If the dagger deals damage to you as a result of the curse, you can't heal the damage for 24 hours. The remove curse spell removes your attunement to the item and frees you from the curse. Alternatively, casting the banishment spell on the dagger forces the bearded devil's essence to leave it. The scalpel then becomes a +1 dagger with no other properties.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -18359,11 +19325,12 @@ "fields": { "name": "Thirsting Thorn", "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage. Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "shortsword", "armor": null, @@ -18378,11 +19345,12 @@ "fields": { "name": "Thornish Nocturnal", "desc": "The ancient elves constructed these nautical instruments to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the nocturnal, you can spend 1 minute using the nocturnal to determine the precise local time, provided you can see the sun or stars. You can use an action to protect up to four vessels that are within 1 mile of the nocturnal from unwanted effects of the local weather for 1 hour. For example, vessels protected by the nocturnal can't be damaged by storms or blown onto jagged rocks by adverse wind. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18397,11 +19365,12 @@ "fields": { "name": "Three-Section Boots", "desc": "These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots' command word. For 1 hour, you gain the effects of the meld into stone, water walk, or wind walk spell, depending on the type of surface where you stepped. The boots can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18416,11 +19385,12 @@ "fields": { "name": "Throttler's Gauntlets", "desc": "These durable leather gloves allow you to choke a creature you are grappling, preventing them from speaking. While you are grappling a creature, you can use a bonus action to throttle it. The creature takes damage equal to your proficiency bonus and can't speak coherently or cast spells with verbal components until the end of its next turn. You can choose to not damage the creature when you throttle it. A creature can still breathe, albeit uncomfortably, while throttled.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18435,11 +19405,12 @@ "fields": { "name": "Thunderous Kazoo", "desc": "You can use an action to speak the kazoo's command word and then hum into it, which emits a thunderous blast, audible out to 1 mile, at one Large or smaller creature you can see within 30 feet of you. The target must make a DC 13 Constitution saving throw. On a failure, a creature is pushed away from you and is deafened and frightened of you until the start of your next turn. A Small creature is pushed up to 30 feet, a Medium creature is pushed up to 20 feet, and a Large creature is pushed up to 10 feet. On a success, a creature is pushed half the distance and isn't deafened or frightened. The kazoo can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18454,11 +19425,12 @@ "fields": { "name": "Tick Stop Watch", "desc": "While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can't be used this way again until the next dawn. The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18473,11 +19445,12 @@ "fields": { "name": "Timeworn Timepiece", "desc": "This tarnished silver pocket watch seems to be temporally displaced and allows for limited manipulation of time. The timepiece has 3 charges, and it regains 1d3 expended charges daily at midnight. While holding the timepiece, you can use your reaction to expend 1 charge after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Alternatively, you can expend 2 charges as a reaction at the start of another creature's turn to swap places in the Initiative order with that creature. An unwilling creature that succeeds on a DC 15 Charisma saving throw is unaffected.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18492,11 +19465,12 @@ "fields": { "name": "Tincture of Moonlit Blossom", "desc": "This potion is steeped using a blossom that grows only in the moonlight. When you drink this potion, your shadow corruption (see Midgard Worldbook) is reduced by three levels. If you aren't using the Midgard setting, you gain the effect of the greater restoration spell instead.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18511,11 +19485,12 @@ "fields": { "name": "Tipstaff", "desc": "To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "club", "armor": null, @@ -18530,11 +19505,12 @@ "fields": { "name": "Tome of Knowledge", "desc": "This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18549,11 +19525,12 @@ "fields": { "name": "Tonic for the Troubled Mind", "desc": "This potion smells and tastes of lavender and chamomile. When you drink it, it removes any short-term madness afflicting you, and it suppresses any long-term madness afflicting you for 8 hours.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18568,11 +19545,12 @@ "fields": { "name": "Tonic of Blandness", "desc": "This deeply bitter, black, oily liquid deadens your sense of taste. When you drink this tonic, you can eat all manner of food without reaction, even if the food isn't to your liking, for 1 hour. During this time, you automatically fail Wisdom (Perception) checks that rely on taste. This tonic doesn't protect you from the effects of consuming poisoned or spoiled food, but it can prevent you from detecting such impurities when you taste the food.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18587,11 +19565,12 @@ "fields": { "name": "Toothsome Purse", "desc": "This common-looking leather pouch holds a nasty surprise for pickpockets. If a creature other than you reaches into the purse, small, sharp teeth emerge from the mouth of the bag. The bag makes a melee attack roll against that creature with a +3 bonus ( 1d20+3). On a hit, the target takes 2d4 piercing damage. If the bag rolls a 20 on the attack roll, the would-be pickpocket has disadvantage on any Dexterity checks made with that hand until the damage is healed. If the purse is lifted entirely from you, the purse continues to bite at the thief each round until it is dropped or until it is placed where it can't reach its target. It bites at any creature, other than you, who attempts to pick it up, unless that creature genuinely desires to return the purse and its contents to you. The purse attacks only if it is attuned to a creature. A purse that isn't attuned to a creature lies dormant and doesn't attack.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18606,11 +19585,12 @@ "fields": { "name": "Torc of the Comet", "desc": "This silver torc is set with a large opal on one end, and it thins to a point on the other. While wearing the torc, you have resistance to cold damage, and you can use an action to speak the command word, causing the torc to shed bluish-white bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again. The torc has 4 charges. You can use an action to expend 1 charge and fire a tiny comet from the torc at a target you can see within 120 feet of you. The torc makes a ranged attack roll with a +7 bonus ( 1d20+7). On a hit, the target takes 2d6 bludgeoning damage and 2d6 cold damage. At night, the cold damage dealt by the comets increases to 6d6. The torc regain 1d4 expended charges daily at dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18625,11 +19605,12 @@ "fields": { "name": "Tracking Dart", "desc": "When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can't benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dart", "armor": null, @@ -18644,11 +19625,12 @@ "fields": { "name": "Treebleed Bucket", "desc": "This combination sap bucket and tap is used to extract sap from certain trees. After 1 hour, the bucketful of sap magically changes into a potion. The potion remains viable for 24 hours, and its type depends on the tree as follows: oak (potion of resistance), rowan (potion of healing), willow (potion of animal friendship), and holly (potion of climbing). The treebleed bucket can magically change sap 20 times, then the bucket and tap become nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18663,11 +19645,12 @@ "fields": { "name": "Trident of the Vortex", "desc": "This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. Once used, this property can’t be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -18682,11 +19665,12 @@ "fields": { "name": "Trident of the Yearning Tide", "desc": "The barbs of this trident are forged from mother-of-pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater. The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn. Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water. Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target’s line of sight, the target automatically succeeds on the saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "trident", "armor": null, @@ -18701,11 +19685,12 @@ "fields": { "name": "Troll Skin Hide", "desc": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -18720,11 +19705,12 @@ "fields": { "name": "Troll Skin Leather", "desc": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -18739,11 +19725,12 @@ "fields": { "name": "Trollsblood Elixir", "desc": "This thick, pink liquid sloshes and moves even when the bottle is still. When you drink this potion, you regenerate lost hit points for 1 hour. At the start of your turn, you regain 5 hit points. If you take acid or fire damage, the potion doesn't function at the start of your next turn. If you lose a limb, you can reattach it by holding it in place for 1 minute. For the duration, you can die from damage only by being reduced to 0 hit points and not regenerating on your turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18758,11 +19745,12 @@ "fields": { "name": "Tyrant's Whip", "desc": "This wicked whip has 3 charges and regains all expended charges daily at dawn. When you hit with an attack using this magic whip, you can use a bonus action to expend 1 of its charges to cast the command spell (save DC 13) from it on the creature you hit. If the attack is a critical hit, the target has disadvantage on the saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -18777,11 +19765,12 @@ "fields": { "name": "Umber Beans", "desc": "These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together. You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. ( Umber Beans#^creature) The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes. The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature's attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock's talons. A creature with truesight or that uses its action to examine the illusion can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can't attack that creature. | dice: 1d10 | Creature |\n| ---------- | ---------------------------- |\n| 1 | Dretch |\n| 2-3 | 2 Shadows |\n| 4-6 | Chuul |\n| 7-8 | Vrock |\n| 9 | Hezrou or Psoglav |\n| 10 | Remorhaz or Voidling |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18796,11 +19785,12 @@ "fields": { "name": "Umbral Band", "desc": "This blackened steel ring is cold to the touch. While wearing this ring, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Stealth) checks while in an area of dim light or darkness.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18815,11 +19805,12 @@ "fields": { "name": "Umbral Chopper", "desc": "This simple axe looks no different from a standard forester's tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn't reduced.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "greataxe", "armor": null, @@ -18834,11 +19825,12 @@ "fields": { "name": "Umbral Lantern", "desc": "This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18853,11 +19845,12 @@ "fields": { "name": "Umbral Staff", "desc": "Made of twisted darkwood and covered in complex runes and sigils, this powerful staff seems to emanate darkness. You have resistance to radiant damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its ability to cast the claws of darkness*, douse light*, and shadow blindness* spells but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: become nightwing* (6 charges), black hand* (4 charges), black ribbons* (1 charge), black well* (6 charges), cloak of shadow* (1 charge), darkvision (2 charges), darkness (2 charges), dark dementing* (5 charges), dark path* (2 charges), darkbolt* (2 charges), encroaching shadows* (6 charges), night terrors* (4 charges), shadow armor* (1 charge), shadow hands* (1 charge), shadow puppets* (2 charges), or slither* (2 charges). You can also use an action to cast the claws of darkness*, douse light*, or shadow blindness* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, shadows, or terror. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion of darkness (as the darkness spell) that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to the Plane of Shadow, avoiding the explosion. If you fail to avoid the effect, you take necrotic damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -18872,11 +19865,12 @@ "fields": { "name": "Undine Plate", "desc": "This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don't have disadvantage on Dexterity (Stealth) checks while underwater.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "plate", @@ -18891,11 +19885,12 @@ "fields": { "name": "Unerring Dowsing Rod", "desc": "This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18910,11 +19905,12 @@ "fields": { "name": "Unquiet Dagger", "desc": "Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -18929,11 +19925,12 @@ "fields": { "name": "Unseelie Staff", "desc": "This ebony staff is decorated in silver and topped with a jagged piece of obsidian. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of powdery snow, which blows away in a sudden, chill wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 necrotic damage to the target. If the fey has a good alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), confusion (4 charges), invisibility (2 charges), or teleport (7 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -18948,11 +19945,12 @@ "fields": { "name": "Valkyrie's Bite", "desc": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "scimitar", "armor": null, @@ -18967,11 +19965,12 @@ "fields": { "name": "Vengeful Coat", "desc": "This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks. At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds. When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat's magic ceases to function until you finish a long rest.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -18986,11 +19985,12 @@ "fields": { "name": "Venomous Fangs", "desc": "These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls made with this magic bite. While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM's discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19005,11 +20005,12 @@ "fields": { "name": "Verdant Elixir", "desc": "Multi-colored streaks of light occasionally flash through the clear liquid in this container, like bottled lightning. As an action, you can pour the contents of the vial onto the ground. All normal plants in a 100-foot radius centered on the point where you poured the vial become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Alternatively, you can apply the contents of the vial to a plant creature within 5 feet of you. For 1 hour, the target gains 2d10 temporary hit points, and it gains the “enlarge” effect of the enlarge/reduce spell (no concentration required).", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19024,11 +20025,12 @@ "fields": { "name": "Verminous Snipsnaps", "desc": "This stoppered jar holds small animated knives and scissors. The jar weighs 1 pound, and its command word is often written on the jar's label. You can use an action to remove the stopper, which releases the spinning blades into a space you can see within 30 feet of you. The knives and scissors fill a cube 10 feet on each side and whirl in place, flaying creatures and objects that enter the cube. When a creature enters the cube for the first time on a turn or starts its turn there, it takes 2d12 piercing damage. You can use a bonus action to speak the command word, returning the blades to the jar. Otherwise, the knives and scissors remain in that space indefinitely.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19043,11 +20045,12 @@ "fields": { "name": "Verses of Vengeance", "desc": "This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents. You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield's normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield's bonus to your AC until the start of your next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19062,11 +20065,12 @@ "fields": { "name": "Vessel of Deadly Venoms", "desc": "This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake's mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word “blade” causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word “consume” causes the snake to produce 1 dose of assassin's blood, an ingested poison. The word “spit” causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. Once used, the vessel can't be used to create poison again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19081,11 +20085,12 @@ "fields": { "name": "Vestments of the Bleak Shinobi", "desc": "This padded black armor is fashioned in the furtive style of shinobi shōzoku garb. You have advantage on Dexterity (Stealth) checks while you wear this armor. Darkness. While wearing this armor, you can use an action to cast the darkness spell from it with a range of 30 feet. Once used, this property can’t be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "padded", @@ -19100,11 +20105,12 @@ "fields": { "name": "Vial of Sunlight", "desc": "This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19119,11 +20125,12 @@ "fields": { "name": "Vielle of Weirding and Warding", "desc": "The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19138,11 +20145,12 @@ "fields": { "name": "Vigilant Mug", "desc": "An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp's eyes turn red when poison or poisonous material is placed or poured inside the mug.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19157,11 +20165,12 @@ "fields": { "name": "Vile Razor", "desc": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk. ", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "dagger", "armor": null, @@ -19176,11 +20185,12 @@ "fields": { "name": "Void-Touched Buckler", "desc": "This simple wood and metal buckler belonged to an adventurer slain by a void dragon wyrmling (see Tome of Beasts). It sat for decades next to a small tear in the fabric of reality, which led to the outer planes. It has since become tainted by the Void. While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Invoke the Void. While wielding this shield, you can use an action to invoke the shield’s latent Void energy for 1 minute, causing a dark, swirling aura to envelop the shield. For the duration, when a creature misses you with a weapon attack, it must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of its next turn. In addition, when a creature hits you with a weapon attack, it has advantage on weapon attack rolls against you until the end of its next turn. You can’t use this property of the shield again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19195,11 +20205,12 @@ "fields": { "name": "Voidskin Cloak", "desc": "This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can't be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19214,11 +20225,12 @@ "fields": { "name": "Voidwalker", "desc": "This band of tarnished silver bears no ornament or inscription, but it is icy cold to the touch. The patches of dark corrosion on the ring constantly, but subtly, move and change; though, this never occurs while anyone observes the ring. While wearing Voidwalker, you gain the benefits of a ring of free action and a ring of resistance (cold). It has the following additional properties. The ring is clever and knows that most mortals want nothing to do with the Void directly. It also knows that most of the creatures with strength enough to claim it will end up in dire straits sooner or later. It doesn't overplay its hand trying to push a master to take a plunge into the depths of the Void, but instead makes itself as indispensable as possible. It provides counsel and protection, all the while subtly pushing its master to take greater and greater risks. Once it's maneuvered its wearer into a position of desperation, generally on the brink of death, Voidwalker offers a way out. If the master accepts, it opens a gate into the Void, most likely sealing the creature's doom.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19233,11 +20245,12 @@ "fields": { "name": "Feather Token", "desc": "The following are additional feather token options. Cloud (Uncommon). This white feather is shaped like a cloud. You can use an action to step on the token, which expands into a 10-foot-diameter cloud that immediately begins to rise slowly to a height of up to 20 feet. Any creatures standing on the cloud rise with it. The cloud disappears after 10 minutes, and anything that was on the cloud falls slowly to the ground. \nDark of the Moon (Rare). This black feather is shaped like a crescent moon. As an action, you can brush the feather over a willing creature’s eyes to grant it the ability to see in the dark. For 1 hour, that creature has darkvision out to a range of 60 feet, including in magical darkness. Afterwards, the feather disappears. \n Held Heart (Very Rare). This red feather is shaped like a heart. While carrying this token, you have advantage on initiative rolls. As an action, you can press the feather against a willing, injured creature. The target regains all its missing hit points and the feather disappears. \nJackdaw’s Dart (Common). This black feather is shaped like a dart. While holding it, you can use an action to throw it at a creature you can see within 30 feet of you. As it flies, the feather transforms into a blot of black ink. The target must succeed on a DC 11 Dexterity saving throw or the feather leaves a black mark of misfortune on it. The target has disadvantage on its next ability check, attack roll, or saving throw then the mark disappears. A remove curse spell ends the mark early.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19252,11 +20265,12 @@ "fields": { "name": "Wand of Accompaniment", "desc": "Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19271,11 +20285,12 @@ "fields": { "name": "Wand of Air Glyphs", "desc": "While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19290,11 +20305,12 @@ "fields": { "name": "Wand of Bristles", "desc": "This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom’s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19309,11 +20325,12 @@ "fields": { "name": "Wand of Depth Detection", "desc": "This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid's deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid's surface.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19328,11 +20345,12 @@ "fields": { "name": "Wand of Direction", "desc": "This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand’s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand’s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can’t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19347,11 +20365,12 @@ "fields": { "name": "Wand of Drowning", "desc": "This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature's lungs, ending the effect.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19366,11 +20385,12 @@ "fields": { "name": "Wand of Extinguishing", "desc": "This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of ignition.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19385,11 +20405,12 @@ "fields": { "name": "Wand of Fermentation", "desc": "Fashioned out of oak, this wand appears heavily stained by an unknown liquid. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes in a puff of black smoke and is destroyed. While holding the wand, you can use an action and expend 1 or more of its charges to transform nonmagical liquid, such as blood, apple juice, or water, into an alcoholic beverage. For each charge you expend, you transform up to 1 gallon of nonmagical liquid into an equal amount of beer, wine, or other spirit. The alcohol transforms back into its original form if it hasn't been consumed within 24 hours of being transformed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19404,11 +20425,12 @@ "fields": { "name": "Wand of Flame Control", "desc": "This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell's damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: - Change the color of any flames within 30 feet.\n- Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long.\n- Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand bursts into flames and burns to ash in seconds.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19423,11 +20445,12 @@ "fields": { "name": "Wand of Giggles", "desc": "This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to giggle for 1 minute. Giggling doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Tears.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19442,11 +20465,12 @@ "fields": { "name": "Wand of Guidance", "desc": "This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Resistance.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19461,11 +20485,12 @@ "fields": { "name": "Wand of Harrowing", "desc": "The tips of this twisted wooden wand are exceptionally withered. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19480,11 +20505,12 @@ "fields": { "name": "Wand of Ignition", "desc": "The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Extinguishing.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19499,11 +20525,12 @@ "fields": { "name": "Wand of Plant Destruction", "desc": "This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand shatters and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19518,11 +20545,12 @@ "fields": { "name": "Wand of Relieved Burdens", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and touch a creature with the wand. If the creature is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned, the condition is removed from the creature and transferred to you. You suffer the condition for the remainder of its duration or until it is removed. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand crumbles to dust and is destroyed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19537,11 +20565,12 @@ "fields": { "name": "Wand of Resistance", "desc": "This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Guidance .", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19556,11 +20585,12 @@ "fields": { "name": "Wand of Revealing", "desc": "Crystal beads decorate this wand, and a silver hand, index finger extended, caps it. The wand has 3 charges and regains all expended charges daily at dawn. While holding it, you can use an action to expend 1 of the wand's charges to reveal one creature or object within 120 feet of you that is either invisible or ethereal. This works like the see invisibility spell, except it allows you to see only that one creature or object. That creature or object remains visible as long as it remains within 120 feet of you. If more than one invisible or ethereal creature or object is in range when you use the wand, it reveals the nearest creature or object, revealing invisible creatures or objects before ethereal ones.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19575,11 +20605,12 @@ "fields": { "name": "Wand of Tears", "desc": "The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Giggles .", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19594,11 +20625,12 @@ "fields": { "name": "Wand of the Timekeeper", "desc": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19613,11 +20645,12 @@ "fields": { "name": "Wand of Treasure Finding", "desc": "This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand's magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns to lead and becomes nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19632,11 +20665,12 @@ "fields": { "name": "Wand of Vapors", "desc": "Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can’t be grappled or restrained. While in this form, you also can’t talk or manipulate objects, any objects you were wearing or holding can’t be dropped, used, or otherwise interacted with, and you can’t attack or cast spells.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19651,11 +20685,12 @@ "fields": { "name": "Wand of Windows", "desc": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19670,11 +20705,12 @@ "fields": { "name": "Ward Against Wild Appetites", "desc": "Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to old-growth forests. When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19689,11 +20725,12 @@ "fields": { "name": "Warding Icon", "desc": "This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren't incapacitated.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19708,11 +20745,12 @@ "fields": { "name": "Warlock's Aegis", "desc": "When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor's colors change to those most closely associated with your patron. While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor can't be used this way again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -19727,11 +20765,12 @@ "fields": { "name": "Warrior Shabti", "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19746,11 +20785,12 @@ "fields": { "name": "Wave Chain Mail", "desc": "The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water. In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker's turn. Once used, this property of the armor can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "chain-mail", @@ -19765,11 +20805,12 @@ "fields": { "name": "Wayfarer's Candle", "desc": "This beeswax candle is stamped with a holy symbol, typically one of a deity associated with light or protection. When lit, it sheds light and heat as a normal candle for up to 1 hour, but it can't be extinguished by wind of any force. It can be blown out or extinguished only by the creature holding it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19784,11 +20825,12 @@ "fields": { "name": "Web Arrows", "desc": "Carvings of spiderwebs decorate the arrowhead and shaft of these arrows, which always come in pairs. When you fire the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you fire the first arrow, you must fire the second arrow within 1 minute. The arrows must land within 20 feet of each other, or the magic fails. The webs created by the arrows are difficult terrain and lightly obscure the area. Each creature that starts its turn in the webs or enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature, including the restrained creature, can take its action to break the creature free from the webbing by succeeding on a DC 13 Strength check. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19803,11 +20845,12 @@ "fields": { "name": "Webbed Staff", "desc": "This staff is carved of ebony and wrapped in a net of silver wire. While holding it, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, spidersilk surrounds the staff in a cocoon then quickly unravels itself and the staff, destroying the staff.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "quarterstaff", "armor": null, @@ -19822,11 +20865,12 @@ "fields": { "name": "Whip of Fangs", "desc": "The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "whip", "armor": null, @@ -19841,11 +20885,12 @@ "fields": { "name": "Whispering Cloak", "desc": "This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can't make ranged or melee attacks with nonmagical weapons. In addition, you can't pick up objects, and you can't give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can't be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19860,11 +20905,12 @@ "fields": { "name": "Whispering Powder", "desc": "A paper envelope contains enough of this fine dust for one use. You can use an action to sprinkle the dust on the ground in up to four contiguous spaces. When a Small or larger creature steps into one of these spaces, it must make a DC 13 Dexterity saving throw. On a failure, loud squeals, squeaks, and pops erupt with each footfall, audible out to 150 feet. The powder's creator dictates the manner of sounds produced. The first creature to enter the affected spaces sets off the alarm, consuming the powder's magic. Otherwise, the effect lasts as long as the powder coats the area.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19879,11 +20925,12 @@ "fields": { "name": "White Ape Hide", "desc": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "hide", @@ -19898,11 +20945,12 @@ "fields": { "name": "White Ape Leather", "desc": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": "leather", @@ -19917,11 +20965,12 @@ "fields": { "name": "White Dandelion", "desc": "When you are attacked or are the target of a spell while holding this magically enhanced flower, you can use a reaction to blow on the flower. It explodes in a flurry of seeds that distracts your attacker, and you add 1 to your AC against the attack or to your saving throw against the spell. Afterwards, the flower wilts and becomes nonmagical.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19936,11 +20985,12 @@ "fields": { "name": "White Honey Buckle", "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19955,11 +21005,12 @@ "fields": { "name": "Windwalker Boots", "desc": "These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don't end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19974,11 +21025,12 @@ "fields": { "name": "Wisp of the Void", "desc": "The interior of this bottle is pitch black, and it feels empty. When opened, it releases a black vapor. When you inhale this vapor, your eyes go completely black. For 1 minute, you have darkvision out to a range of 60 feet, and you have resistance to necrotic damage. In addition, you gain a +1 bonus to damage rolls made with a weapon.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -19993,11 +21045,12 @@ "fields": { "name": "Witch Ward Bottle", "desc": "This small pottery jug contains an odd assortment of pins, needles, and rosemary, all sitting in a small amount of wine. A bloody fingerprint marks the top of the cork that seals the jug. When placed within a building (as small as a shack or as large as a castle) or buried in the earth on a section of land occupied by humanoids (as small as a campsite or as large as an estate), the bottle's magic protects those within the building or on the land against the magic of fey and fiends. The humanoid that owns the building or land and any ally or invited guests within the building or on the land has advantage on saving throws against the spells and special abilities of fey and fiends. If a protected creature fails its saving throw against a spell with a duration other than instantaneous, that creature can choose to succeed instead. Doing so immediately drains the jug's magic, and it shatters.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -20012,11 +21065,12 @@ "fields": { "name": "Witch's Brew", "desc": "For 1 minute after drinking this potion, your spell attacks deal an extra 1d4 necrotic damage on a hit. This revolting green potion's opaque liquid bubbles and steams as if boiling.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -20031,11 +21085,12 @@ "fields": { "name": "Wolf Brush", "desc": "From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm's shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": "pike", "armor": null, @@ -20050,11 +21105,12 @@ "fields": { "name": "Wolfbite Ring", "desc": "This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you make a melee weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring's charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -20069,11 +21125,12 @@ "fields": { "name": "Worg Salve", "desc": "Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application grants one of the following benefits (your choice): darkvision out to a range of 60 feet, advantage on Wisdom (Perception) checks that rely on smell, a walking speed of 50 feet, or a new attack option (use the statistics of a wolf 's bite attack) for 5 minutes. If you use all three applications at one time, you can cast polymorph on yourself, transforming into a wolf. While you are in the form of a wolf, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -20088,11 +21145,12 @@ "fields": { "name": "Worry Stone", "desc": "This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can't be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -20107,11 +21165,12 @@ "fields": { "name": "Wraithstone", "desc": "This stone is carved from petrified roots to reflect the shape and visage of a beast. The stone holds the spirit of a sacrificed beast of the type the stone depicts. A wraithstone is often created to grant immortal life to a beloved animal companion or to banish a troublesome predator. The creature's essence stays within until the stone is broken, upon which point the soul is released and the creature can't be resurrected or reincarnated by any means short of a wish spell. While attuned to and carrying this item, a spectral representation of the beast walks beside you, resembling the sacrificed creature's likeness in its prime. The specter follows you at all times and can be seen by all. You can use a bonus action to dismiss or summon the specter. So long as you carry this stone, you can interact with the creature as if it were still alive, even speaking to it if it is able to speak, though it can't physically interact with the material world. It can gesture to indicate directions and communicate very basic single-word ideas to you telepathically. The stone has a number of charges, depending on the size of the creature stored within it. The stone has 6 charges if the creature is Large or smaller, 10 charges if the creature is Huge, and 12 charges if the creature is Gargantuan. After all of the stone's charges have been used, the beast's spirit is completely drained, and the stone becomes a nonmagical bauble. As a bonus action, you can expend 1 charge to cause one of the following effects:", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -20126,11 +21185,12 @@ "fields": { "name": "Wrathful Vapors", "desc": "Roiling vapors of red, orange, and black swirl in a frenzy of color inside a sealed glass bottle. As an action, you can open the bottle and empty its contents within 5 feet of you or throw the bottle up to 20 feet, shattering it on impact. If you throw it, make a ranged attack against a creature or object, treating the bottle as an improvised weapon. When you open or break the bottle, the smoke releases in a 20-foot-radius sphere that dissipates at the end of your next turn. A creature that isn't an undead or a construct that enters or starts its turn in the area must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. On its turn, a creature overcome with rage must attack the creature nearest to it with whatever melee weapon it has on hand, moving up to its speed toward the target, if necessary. The raging creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -20145,11 +21205,12 @@ "fields": { "name": "Zephyr Shield", "desc": "This round metal shield is painted bright blue with swirling white lines across it. You gain a +2 bonus to AC while you wield this shield. This is an addition to the shield's normal AC bonus. Air Bubble. Whenever you are immersed in a body of water while holding this shield, you can use a reaction to envelop yourself in a 10-foot radius bubble of fresh air. This bubble floats in place, but you can move it up to 30 feet during your turn. You are moved with the bubble when it moves. The air within the bubble magically replenishes itself every round and prevents foreign particles, such as poison gases and water-borne parasites, from entering the area. Other creatures can leave or enter the bubble freely, but it collapses as soon as you exit it. The exterior of the bubble is immune to damage and creatures making ranged attacks against anyone inside the bubble have disadvantage on their attack rolls. The bubble lasts for 1 minute or until you exit it. Once used, this property can’t be used again until the next dawn. Sanctuary. You can use a bonus action to cast the sanctuary spell (save DC 13) from the shield. This spell protects you from only water elementals and other creatures composed of water. Once used, this property can’t be used again until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -20164,11 +21225,12 @@ "fields": { "name": "Ziphian Eye Amulet", "desc": "This gold amulet holds a preserved eye from a Ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, @@ -20183,11 +21245,12 @@ "fields": { "name": "Zipline Ring", "desc": "This plain gold ring features a magnificent ruby. While wearing the ring, you can use an action to cause a crimson zipline of magical force to extend from the gem in the ring and attach to up to two solid surfaces you can see. Each surface must be within 150 feet of you. Once the zipline is connected, you can use a bonus action to magically travel up to 50 feet along the line between the two surfaces. You can bring along objects as long as their weight doesn't exceed what you can carry. While the zipline is active, you remain suspended within 5 feet of the line, floating off the ground at least 3 inches, and you can't move more than 5 feet away from the zipline. When you magically travel along the line, you don't provoke opportunity attacks. The hand wearing the ring must be pointed at the line when you magically travel along it, but you otherwise can act normally while the zipline is active. You can use a bonus action to end the zipline. When the zipline has been active for a total of 1 minute, the ring's magic ceases to function until the next dawn.", + "document": "vault-of-magic", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "vault-of-magic", "cost": "0.00", "weapon": null, "armor": null, diff --git a/data/v2/wizards-of-the-coast/srd/Creature.json b/data/v2/wizards-of-the-coast/srd/Creature.json index 24778d7f..5f4d209b 100644 --- a/data/v2/wizards-of-the-coast/srd/Creature.json +++ b/data/v2/wizards-of-the-coast/srd/Creature.json @@ -35,11 +35,12 @@ "skill_bonus_survival": null, "passive_perception": 20, "name": "Aboleth", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 135, - "document": "srd", "type": "aberration", "category": "Monsters", "alignment": "lawful evil" @@ -81,11 +82,12 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Adult Black Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 195, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -127,11 +129,12 @@ "skill_bonus_survival": null, "passive_perception": 22, "name": "Adult Blue Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 225, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "lawful evil" @@ -173,11 +176,12 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Adult Brass Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 172, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "chaotic good" @@ -219,11 +223,12 @@ "skill_bonus_survival": null, "passive_perception": 22, "name": "Adult Bronze Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 212, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -265,11 +270,12 @@ "skill_bonus_survival": null, "passive_perception": 22, "name": "Adult Copper Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 184, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "chaotic good" @@ -311,11 +317,12 @@ "skill_bonus_survival": null, "passive_perception": 24, "name": "Adult Gold Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 256, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -357,11 +364,12 @@ "skill_bonus_survival": null, "passive_perception": 22, "name": "Adult Green Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 207, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "lawful evil" @@ -403,11 +411,12 @@ "skill_bonus_survival": null, "passive_perception": 23, "name": "Adult Red Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 256, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -449,11 +458,12 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Adult Silver Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 243, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -495,11 +505,12 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Adult White Dragon", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 200, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -541,11 +552,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Air Elemental", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 90, - "document": "srd", "type": "elemental", "category": "Monsters; Elementals", "alignment": "neutral" @@ -587,11 +599,12 @@ "skill_bonus_survival": null, "passive_perception": 26, "name": "Ancient Black Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 367, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -633,11 +646,12 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Blue Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 481, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "lawful evil" @@ -679,11 +693,12 @@ "skill_bonus_survival": null, "passive_perception": 24, "name": "Ancient Brass Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 20, "hit_points": 297, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "chaotic good" @@ -725,11 +740,12 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Bronze Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 444, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -771,11 +787,12 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Copper Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 21, "hit_points": 350, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "chaotic good" @@ -817,11 +834,12 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Gold Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 546, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -863,11 +881,12 @@ "skill_bonus_survival": null, "passive_perception": 27, "name": "Ancient Green Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 21, "hit_points": 385, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "lawful evil" @@ -909,11 +928,12 @@ "skill_bonus_survival": null, "passive_perception": 26, "name": "Ancient Red Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 546, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -955,11 +975,12 @@ "skill_bonus_survival": null, "passive_perception": 26, "name": "Ancient Silver Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 487, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -1001,11 +1022,12 @@ "skill_bonus_survival": null, "passive_perception": 23, "name": "Ancient White Dragon", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 20, "hit_points": 333, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -1047,11 +1069,12 @@ "skill_bonus_survival": null, "passive_perception": 20, "name": "Androsphinx", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 199, - "document": "srd", "type": "monstrosity", "category": "Monsters; Sphinxes", "alignment": "lawful neutral" @@ -1093,11 +1116,12 @@ "skill_bonus_survival": null, "passive_perception": 6, "name": "Animated Armor", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 33, - "document": "srd", "type": "construct", "category": "Monsters; Animated Objects", "alignment": "unaligned" @@ -1139,11 +1163,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Ankheg", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 39, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -1185,11 +1210,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Azer", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 39, - "document": "srd", "type": "elemental", "category": "Monsters", "alignment": "lawful neutral" @@ -1231,11 +1257,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Balor", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 262, - "document": "srd", "type": "fiend", "category": "Monsters; Demons", "alignment": "chaotic evil" @@ -1277,11 +1304,12 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Barbed Devil", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 110, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -1323,11 +1351,12 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Basilisk", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 52, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -1369,11 +1398,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Bearded Devil", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 52, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -1415,11 +1445,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Behir", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 17, "hit_points": 168, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "neutral evil" @@ -1461,11 +1492,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Black Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 33, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -1507,11 +1539,12 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Black Pudding", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 7, "hit_points": 85, - "document": "srd", "type": "ooze", "category": "Monsters; Oozes", "alignment": "unaligned" @@ -1553,11 +1586,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Blue Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 52, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "lawful evil" @@ -1599,11 +1633,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Bone Devil", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 142, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -1645,11 +1680,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Brass Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 16, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "chaotic good" @@ -1691,11 +1727,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Bronze Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 32, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -1737,11 +1774,12 @@ "skill_bonus_survival": 2, "passive_perception": 10, "name": "Bugbear", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 27, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "chaotic evil" @@ -1783,11 +1821,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Bulette", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 94, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -1829,11 +1868,12 @@ "skill_bonus_survival": 0, "passive_perception": 9, "name": "Camel", + "document": "srd", + "size": null, "size_integer": 4, "weight": "600.000", "armor_class": 9, "hit_points": 15, - "document": "srd", "type": "beast", "category": "Miscellaneous", "alignment": "unaligned" @@ -1875,11 +1915,12 @@ "skill_bonus_survival": 3, "passive_perception": 13, "name": "Centaur", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 45, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "neutral good" @@ -1921,11 +1962,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Chain Devil", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 85, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -1967,11 +2009,12 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Chimera", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 114, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "chaotic evil" @@ -2013,11 +2056,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Chuul", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 16, "hit_points": 93, - "document": "srd", "type": "aberration", "category": "Monsters", "alignment": "chaotic evil" @@ -2059,11 +2103,12 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Clay Golem", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 133, - "document": "srd", "type": "construct", "category": "Monsters; Golems", "alignment": "unaligned" @@ -2105,11 +2150,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Cloaker", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 78, - "document": "srd", "type": "aberration", "category": "Monsters", "alignment": "chaotic neutral" @@ -2151,11 +2197,12 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Cloud Giant", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 14, "hit_points": 200, - "document": "srd", "type": "giant", "category": "Monsters; Giants", "alignment": "neutral good (50%) or neutral evil (50%)" @@ -2197,11 +2244,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Cockatrice", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 27, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -2243,11 +2291,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Copper Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 22, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "chaotic good" @@ -2289,11 +2338,12 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Couatl", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 19, "hit_points": 97, - "document": "srd", "type": "celestial", "category": "Monsters", "alignment": "lawful good" @@ -2335,11 +2385,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Darkmantle", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 22, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -2381,11 +2432,12 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Deva", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 136, - "document": "srd", "type": "celestial", "category": "Monsters; Angels", "alignment": "lawful good" @@ -2427,11 +2479,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Djinni", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 161, - "document": "srd", "type": "elemental", "category": "Monsters; Genies", "alignment": "chaotic good" @@ -2473,11 +2526,12 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Donkey", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 11, - "document": "srd", "type": "beast", "category": "Miscellaneous", "alignment": "unaligned" @@ -2519,11 +2573,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Doppelganger", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 52, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "neutral" @@ -2565,11 +2620,12 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Draft Horse", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 10, "hit_points": 19, - "document": "srd", "type": "beast", "category": "Miscellaneous", "alignment": "unaligned" @@ -2611,11 +2667,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Dragon Turtle", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 20, "hit_points": 341, - "document": "srd", "type": "dragon", "category": "Monsters", "alignment": "neutral" @@ -2657,11 +2714,12 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Dretch", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 18, - "document": "srd", "type": "fiend", "category": "Monsters; Demons", "alignment": "chaotic evil" @@ -2703,11 +2761,12 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Drider", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 123, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "chaotic evil" @@ -2749,11 +2808,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Dryad", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 22, - "document": "srd", "type": "fey", "category": "Monsters", "alignment": "neutral" @@ -2795,11 +2855,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Duergar", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 26, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "lawful evil" @@ -2841,11 +2902,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Dust Mephit", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 12, "hit_points": 17, - "document": "srd", "type": "elemental", "category": "Monsters; Mephits", "alignment": "neutral evil" @@ -2887,11 +2949,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Earth Elemental", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 126, - "document": "srd", "type": "elemental", "category": "Monsters; Elementals", "alignment": "neutral" @@ -2933,11 +2996,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Efreeti", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 200, - "document": "srd", "type": "elemental", "category": "Monsters; Genies", "alignment": "lawful evil" @@ -2979,11 +3043,12 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Elephant", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 12, "hit_points": 76, - "document": "srd", "type": "beast", "category": "Miscellaneous", "alignment": "unaligned" @@ -3025,11 +3090,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Elf, Drow", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 13, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "neutral evil" @@ -3071,11 +3137,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Erinyes", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 153, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -3117,11 +3184,12 @@ "skill_bonus_survival": 3, "passive_perception": 13, "name": "Ettercap", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 44, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "neutral evil" @@ -3163,11 +3231,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Ettin", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 85, - "document": "srd", "type": "giant", "category": "Monsters", "alignment": "chaotic evil" @@ -3209,11 +3278,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Fire Elemental", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 102, - "document": "srd", "type": "elemental", "category": "Monsters; Elementals", "alignment": "neutral" @@ -3255,11 +3325,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Fire Giant", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 162, - "document": "srd", "type": "giant", "category": "Monsters; Giants", "alignment": "lawful evil" @@ -3301,11 +3372,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Flesh Golem", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 9, "hit_points": 93, - "document": "srd", "type": "construct", "category": "Monsters; Golems", "alignment": "neutral" @@ -3347,11 +3419,12 @@ "skill_bonus_survival": null, "passive_perception": 7, "name": "Flying Sword", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 17, "hit_points": 17, - "document": "srd", "type": "construct", "category": "Monsters; Animated Objects", "alignment": "unaligned" @@ -3393,11 +3466,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Frost Giant", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 15, "hit_points": 138, - "document": "srd", "type": "giant", "category": "Monsters; Giants", "alignment": "neutral evil" @@ -3439,11 +3513,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Gargoyle", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 52, - "document": "srd", "type": "elemental", "category": "Monsters", "alignment": "chaotic evil" @@ -3485,11 +3560,12 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Gelatinous Cube", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 6, "hit_points": 84, - "document": "srd", "type": "ooze", "category": "Monsters; Oozes", "alignment": "unaligned" @@ -3531,11 +3607,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Ghast", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 36, - "document": "srd", "type": "undead", "category": "Monsters; Ghouls", "alignment": "chaotic evil" @@ -3577,11 +3654,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Ghost", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 45, - "document": "srd", "type": "undead", "category": "Monsters", "alignment": "any alignment" @@ -3623,11 +3701,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Ghoul", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 22, - "document": "srd", "type": "undead", "category": "Monsters; Ghouls", "alignment": "chaotic evil" @@ -3669,11 +3748,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Gibbering Mouther", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 9, "hit_points": 67, - "document": "srd", "type": "aberration", "category": "Monsters", "alignment": "neutral" @@ -3715,11 +3795,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Glabrezu", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 157, - "document": "srd", "type": "fiend", "category": "Monsters; Demons", "alignment": "chaotic evil" @@ -3761,11 +3842,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Gnoll", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 22, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "chaotic evil" @@ -3807,11 +3889,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Gnome, Deep (Svirfneblin)", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 15, "hit_points": 16, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "neutral good" @@ -3853,11 +3936,12 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Goblin", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 15, "hit_points": 7, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "neutral evil" @@ -3899,11 +3983,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Gold Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 60, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -3945,11 +4030,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Gorgon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 114, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -3991,11 +4077,12 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Gray Ooze", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 8, "hit_points": 22, - "document": "srd", "type": "ooze", "category": "Monsters; Oozes", "alignment": "unaligned" @@ -4037,11 +4124,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Green Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 38, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "lawful evil" @@ -4083,11 +4171,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Green Hag", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 82, - "document": "srd", "type": "fey", "category": "Monsters; Hags", "alignment": "neutral evil" @@ -4129,11 +4218,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Grick", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 27, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "neutral" @@ -4175,11 +4265,12 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Griffon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 59, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -4221,11 +4312,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Grimlock", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 11, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "neutral evil" @@ -4267,11 +4359,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Guardian Naga", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 127, - "document": "srd", "type": "monstrosity", "category": "Monsters; Nagas", "alignment": "lawful good" @@ -4313,11 +4406,12 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Gynosphinx", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 136, - "document": "srd", "type": "monstrosity", "category": "Monsters; Sphinxes", "alignment": "lawful neutral" @@ -4359,11 +4453,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Half-Red Dragon Veteran", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 65, - "document": "srd", "type": "humanoid", "category": "Monsters; Half-Dragon Template", "alignment": "any alignment" @@ -4405,11 +4500,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Harpy", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 38, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "chaotic evil" @@ -4451,11 +4547,12 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Hell Hound", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 45, - "document": "srd", "type": "fiend", "category": "Monsters", "alignment": "lawful evil" @@ -4497,11 +4594,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Hezrou", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 16, "hit_points": 136, - "document": "srd", "type": "fiend", "category": "Monsters; Demons", "alignment": "chaotic evil" @@ -4543,11 +4641,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Hill Giant", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 13, "hit_points": 105, - "document": "srd", "type": "giant", "category": "Monsters; Giants", "alignment": "chaotic evil" @@ -4589,11 +4688,12 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Hippogriff", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 11, "hit_points": 19, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -4635,11 +4735,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Hobgoblin", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 11, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "lawful evil" @@ -4681,11 +4782,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Homunculus", + "document": "srd", + "size": null, "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 5, - "document": "srd", "type": "construct", "category": "Monsters", "alignment": "neutral" @@ -4727,11 +4829,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Horned Devil", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 178, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -4773,11 +4876,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Hydra", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 15, "hit_points": 172, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -4819,11 +4923,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Ice Devil", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 180, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -4865,11 +4970,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Ice Mephit", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 21, - "document": "srd", "type": "elemental", "category": "Monsters; Mephits", "alignment": "neutral evil" @@ -4911,11 +5017,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Imp", + "document": "srd", + "size": null, "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 10, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -4957,11 +5064,12 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Invisible Stalker", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 104, - "document": "srd", "type": "elemental", "category": "Monsters", "alignment": "neutral" @@ -5003,11 +5111,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Iron Golem", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 20, "hit_points": 210, - "document": "srd", "type": "construct", "category": "Monsters; Golems", "alignment": "unaligned" @@ -5049,11 +5158,12 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Kobold", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 12, "hit_points": 5, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "lawful evil" @@ -5095,11 +5205,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Kraken", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 18, "hit_points": 472, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "chaotic evil" @@ -5141,11 +5252,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Lamia", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 97, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "chaotic evil" @@ -5187,11 +5299,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Lemure", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 7, "hit_points": 13, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -5233,11 +5346,12 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Lich", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 135, - "document": "srd", "type": "undead", "category": "Monsters", "alignment": "any evil alignment" @@ -5279,11 +5393,12 @@ "skill_bonus_survival": 5, "passive_perception": 13, "name": "Lizardfolk", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 22, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "neutral" @@ -5325,11 +5440,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Magma Mephit", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 22, - "document": "srd", "type": "elemental", "category": "Monsters; Mephits", "alignment": "neutral evil" @@ -5371,11 +5487,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Magmin", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 14, "hit_points": 9, - "document": "srd", "type": "elemental", "category": "Monsters", "alignment": "chaotic neutral" @@ -5417,11 +5534,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Manticore", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 68, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "lawful evil" @@ -5463,11 +5581,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Marilith", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 189, - "document": "srd", "type": "fiend", "category": "Monsters; Demons", "alignment": "chaotic evil" @@ -5509,11 +5628,12 @@ "skill_bonus_survival": 0, "passive_perception": 13, "name": "Mastiff", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 5, - "document": "srd", "type": "beast", "category": "Miscellaneous", "alignment": "unaligned" @@ -5555,11 +5675,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Medusa", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 127, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "lawful evil" @@ -5601,11 +5722,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Merfolk", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 11, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "neutral" @@ -5647,11 +5769,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Merrow", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 45, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "chaotic evil" @@ -5693,11 +5816,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Mimic", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 58, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "neutral" @@ -5739,11 +5863,12 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Minotaur", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 76, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "chaotic evil" @@ -5785,11 +5910,12 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Minotaur Skeleton", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 67, - "document": "srd", "type": "undead", "category": "Monsters; Skeletons", "alignment": "lawful evil" @@ -5831,11 +5957,12 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Mule", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 11, - "document": "srd", "type": "beast", "category": "Miscellaneous", "alignment": "unaligned" @@ -5877,11 +6004,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Mummy", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 58, - "document": "srd", "type": "undead", "category": "Monsters; Mummies", "alignment": "lawful evil" @@ -5923,11 +6051,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Mummy Lord", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 97, - "document": "srd", "type": "undead", "category": "Monsters; Mummies", "alignment": "lawful evil" @@ -5969,11 +6098,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Nalfeshnee", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 184, - "document": "srd", "type": "fiend", "category": "Monsters; Demons", "alignment": "chaotic evil" @@ -6015,11 +6145,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Night Hag", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 112, - "document": "srd", "type": "fiend", "category": "Monsters; Hags", "alignment": "neutral evil" @@ -6061,11 +6192,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Nightmare", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 68, - "document": "srd", "type": "fiend", "category": "Monsters", "alignment": "neutral evil" @@ -6107,11 +6239,12 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Ochre Jelly", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 8, "hit_points": 45, - "document": "srd", "type": "ooze", "category": "Monsters; Oozes", "alignment": "unaligned" @@ -6153,11 +6286,12 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Ogre", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 11, "hit_points": 59, - "document": "srd", "type": "giant", "category": "Monsters", "alignment": "chaotic evil" @@ -6199,11 +6333,12 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Ogre Zombie", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 8, "hit_points": 85, - "document": "srd", "type": "undead", "category": "Monsters; Zombies", "alignment": "neutral evil" @@ -6245,11 +6380,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Oni", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 16, "hit_points": 110, - "document": "srd", "type": "giant", "category": "Monsters", "alignment": "lawful evil" @@ -6291,11 +6427,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Orc", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 15, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "chaotic evil" @@ -6337,11 +6474,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Otyugh", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 114, - "document": "srd", "type": "aberration", "category": "Monsters", "alignment": "neutral" @@ -6383,11 +6521,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Owlbear", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 59, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -6429,11 +6568,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Pegasus", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 59, - "document": "srd", "type": "celestial", "category": "Monsters", "alignment": "chaotic good" @@ -6475,11 +6615,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Pit Fiend", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 300, - "document": "srd", "type": "fiend", "category": "Monsters; Devils", "alignment": "lawful evil" @@ -6521,11 +6662,12 @@ "skill_bonus_survival": null, "passive_perception": 21, "name": "Planetar", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 200, - "document": "srd", "type": "celestial", "category": "Monsters; Angels", "alignment": "lawful good" @@ -6567,11 +6709,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Plesiosaurus", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 68, - "document": "srd", "type": "beast", "category": "Monsters; Dinosaurs", "alignment": "unaligned" @@ -6613,11 +6756,12 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Pony", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 11, - "document": "srd", "type": "beast", "category": "Miscellaneous", "alignment": "unaligned" @@ -6659,11 +6803,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Pseudodragon", + "document": "srd", + "size": null, "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 7, - "document": "srd", "type": "dragon", "category": "Monsters", "alignment": "neutral good" @@ -6705,11 +6850,12 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Purple Worm", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 18, "hit_points": 247, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -6751,11 +6897,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Quasit", + "document": "srd", + "size": null, "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 7, - "document": "srd", "type": "fiend", "category": "Monsters; Demons", "alignment": "chaotic evil" @@ -6797,11 +6944,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Rakshasa", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 110, - "document": "srd", "type": "fiend", "category": "Monsters", "alignment": "lawful evil" @@ -6843,11 +6991,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Red Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 75, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -6889,11 +7038,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Remorhaz", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 17, "hit_points": 195, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -6935,11 +7085,12 @@ "skill_bonus_survival": 0, "passive_perception": 10, "name": "Riding Horse", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 10, "hit_points": 13, - "document": "srd", "type": "beast", "category": "Miscellaneous", "alignment": "unaligned" @@ -6981,11 +7132,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Roc", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 15, "hit_points": 248, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -7027,11 +7179,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Roper", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 20, "hit_points": 93, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "neutral evil" @@ -7073,11 +7226,12 @@ "skill_bonus_survival": null, "passive_perception": 6, "name": "Rug of Smothering", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 33, - "document": "srd", "type": "construct", "category": "Monsters; Animated Objects", "alignment": "unaligned" @@ -7119,11 +7273,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Rust Monster", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 27, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -7165,11 +7320,12 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Sahuagin", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 22, - "document": "srd", "type": "humanoid", "category": "Monsters", "alignment": "lawful evil" @@ -7211,11 +7367,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Salamander", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 90, - "document": "srd", "type": "elemental", "category": "Monsters", "alignment": "neutral evil" @@ -7257,11 +7414,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Satyr", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 31, - "document": "srd", "type": "fey", "category": "Monsters", "alignment": "chaotic neutral" @@ -7303,11 +7461,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Sea Hag", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 52, - "document": "srd", "type": "fey", "category": "Monsters; Hags", "alignment": "chaotic evil" @@ -7349,11 +7508,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Shadow", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 16, - "document": "srd", "type": "undead", "category": "Monsters", "alignment": "chaotic evil" @@ -7395,11 +7555,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Shambling Mound", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 136, - "document": "srd", "type": "plant", "category": "Monsters", "alignment": "unaligned" @@ -7441,11 +7602,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Shield Guardian", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 142, - "document": "srd", "type": "construct", "category": "Monsters", "alignment": "unaligned" @@ -7487,11 +7649,12 @@ "skill_bonus_survival": null, "passive_perception": 6, "name": "Shrieker", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 5, "hit_points": 13, - "document": "srd", "type": "plant", "category": "Monsters; Fungi", "alignment": "unaligned" @@ -7533,11 +7696,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Silver Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 45, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -7579,11 +7743,12 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Skeleton", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 13, - "document": "srd", "type": "undead", "category": "Monsters; Skeletons", "alignment": "lawful evil" @@ -7625,11 +7790,12 @@ "skill_bonus_survival": null, "passive_perception": 24, "name": "Solar", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 21, "hit_points": 243, - "document": "srd", "type": "celestial", "category": "Monsters; Angels", "alignment": "lawful good" @@ -7671,11 +7837,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Specter", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 22, - "document": "srd", "type": "undead", "category": "Monsters", "alignment": "chaotic evil" @@ -7717,11 +7884,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Spirit Naga", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 75, - "document": "srd", "type": "monstrosity", "category": "Monsters; Nagas", "alignment": "chaotic evil" @@ -7763,11 +7931,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Sprite", + "document": "srd", + "size": null, "size_integer": 1, "weight": "0.000", "armor_class": 15, "hit_points": 2, - "document": "srd", "type": "fey", "category": "Monsters", "alignment": "neutral good" @@ -7809,11 +7978,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Steam Mephit", + "document": "srd", + "size": null, "size_integer": 2, "weight": "0.000", "armor_class": 10, "hit_points": 21, - "document": "srd", "type": "elemental", "category": "Monsters; Mephits", "alignment": "neutral evil" @@ -7855,11 +8025,12 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Stirge", + "document": "srd", + "size": null, "size_integer": 1, "weight": "0.000", "armor_class": 14, "hit_points": 2, - "document": "srd", "type": "beast", "category": "Monsters", "alignment": "unaligned" @@ -7901,11 +8072,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Stone Giant", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 17, "hit_points": 126, - "document": "srd", "type": "giant", "category": "Monsters; Giants", "alignment": "neutral" @@ -7947,11 +8119,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Stone Golem", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 178, - "document": "srd", "type": "construct", "category": "Monsters; Golems", "alignment": "unaligned" @@ -7993,11 +8166,12 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Storm Giant", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 16, "hit_points": 230, - "document": "srd", "type": "giant", "category": "Monsters; Giants", "alignment": "chaotic good" @@ -8039,11 +8213,12 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Succubus/Incubus", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 66, - "document": "srd", "type": "fiend", "category": "Monsters", "alignment": "neutral evil" @@ -8085,11 +8260,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Tarrasque", + "document": "srd", + "size": null, "size_integer": 6, "weight": "0.000", "armor_class": 25, "hit_points": 676, - "document": "srd", "type": "monstrosity", "category": "Monsters", "alignment": "unaligned" @@ -8131,11 +8307,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Treant", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 16, "hit_points": 138, - "document": "srd", "type": "plant", "category": "Monsters", "alignment": "chaotic good" @@ -8177,11 +8354,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Triceratops", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 13, "hit_points": 95, - "document": "srd", "type": "beast", "category": "Monsters; Dinosaurs", "alignment": "unaligned" @@ -8223,11 +8401,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Troll", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 84, - "document": "srd", "type": "giant", "category": "Monsters", "alignment": "chaotic evil" @@ -8269,11 +8448,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Tyrannosaurus Rex", + "document": "srd", + "size": null, "size_integer": 5, "weight": "0.000", "armor_class": 13, "hit_points": 136, - "document": "srd", "type": "beast", "category": "Monsters; Dinosaurs", "alignment": "unaligned" @@ -8315,11 +8495,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Unicorn", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 67, - "document": "srd", "type": "celestial", "category": "Monsters", "alignment": "lawful good" @@ -8361,11 +8542,12 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Vampire", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 144, - "document": "srd", "type": "undead", "category": "Monsters; Vampires", "alignment": "lawful evil" @@ -8407,11 +8589,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Vampire Spawn", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 82, - "document": "srd", "type": "undead", "category": "Monsters; Vampires", "alignment": "neutral evil" @@ -8453,11 +8636,12 @@ "skill_bonus_survival": null, "passive_perception": 6, "name": "Violet Fungus", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 5, "hit_points": 18, - "document": "srd", "type": "plant", "category": "Monsters; Fungi", "alignment": "unaligned" @@ -8499,11 +8683,12 @@ "skill_bonus_survival": null, "passive_perception": 11, "name": "Vrock", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 104, - "document": "srd", "type": "fiend", "category": "Monsters; Demons", "alignment": "chaotic evil" @@ -8545,11 +8730,12 @@ "skill_bonus_survival": 0, "passive_perception": 11, "name": "Warhorse", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 11, "hit_points": 19, - "document": "srd", "type": "beast", "category": "Miscellaneous", "alignment": "unaligned" @@ -8591,11 +8777,12 @@ "skill_bonus_survival": null, "passive_perception": 9, "name": "Warhorse Skeleton", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 22, - "document": "srd", "type": "undead", "category": "Monsters; Skeletons", "alignment": "lawful evil" @@ -8637,11 +8824,12 @@ "skill_bonus_survival": null, "passive_perception": 10, "name": "Water Elemental", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 114, - "document": "srd", "type": "elemental", "category": "Monsters; Elementals", "alignment": "neutral" @@ -8683,11 +8871,12 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Werebear", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 135, - "document": "srd", "type": "humanoid", "category": "Monsters; Lycanthropes", "alignment": "neutral good" @@ -8729,11 +8918,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Wereboar", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 78, - "document": "srd", "type": "humanoid", "category": "Monsters; Lycanthropes", "alignment": "neutral evil" @@ -8775,11 +8965,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Wererat", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 33, - "document": "srd", "type": "humanoid", "category": "Monsters; Lycanthropes", "alignment": "lawful evil" @@ -8821,11 +9012,12 @@ "skill_bonus_survival": null, "passive_perception": 15, "name": "Weretiger", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 120, - "document": "srd", "type": "humanoid", "category": "Monsters; Lycanthropes", "alignment": "neutral" @@ -8867,11 +9059,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Werewolf", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 58, - "document": "srd", "type": "humanoid", "category": "Monsters; Lycanthropes", "alignment": "chaotic evil" @@ -8913,11 +9106,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "White Dragon Wyrmling", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 32, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -8959,11 +9153,12 @@ "skill_bonus_survival": null, "passive_perception": 13, "name": "Wight", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 45, - "document": "srd", "type": "undead", "category": "Monsters", "alignment": "neutral evil" @@ -9005,11 +9200,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Will-o'-Wisp", + "document": "srd", + "size": null, "size_integer": 1, "weight": "0.000", "armor_class": 19, "hit_points": 22, - "document": "srd", "type": "undead", "category": "Monsters", "alignment": "chaotic evil" @@ -9051,11 +9247,12 @@ "skill_bonus_survival": null, "passive_perception": 12, "name": "Wraith", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 67, - "document": "srd", "type": "undead", "category": "Monsters", "alignment": "neutral evil" @@ -9097,11 +9294,12 @@ "skill_bonus_survival": null, "passive_perception": 14, "name": "Wyvern", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 110, - "document": "srd", "type": "dragon", "category": "Monsters", "alignment": "unaligned" @@ -9143,11 +9341,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Xorn", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 19, "hit_points": 73, - "document": "srd", "type": "elemental", "category": "Monsters", "alignment": "neutral" @@ -9189,11 +9388,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Young Black Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 127, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -9235,11 +9435,12 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Young Blue Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 152, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "lawful evil" @@ -9281,11 +9482,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Young Brass Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 110, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "chaotic good" @@ -9327,11 +9529,12 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Young Bronze Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 142, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -9373,11 +9576,12 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Young Copper Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 119, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "chaotic good" @@ -9419,11 +9623,12 @@ "skill_bonus_survival": null, "passive_perception": 19, "name": "Young Gold Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 178, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -9465,11 +9670,12 @@ "skill_bonus_survival": null, "passive_perception": 17, "name": "Young Green Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 136, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "lawful evil" @@ -9511,11 +9717,12 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Young Red Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 178, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -9557,11 +9764,12 @@ "skill_bonus_survival": null, "passive_perception": 18, "name": "Young Silver Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 168, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Metallic", "alignment": "lawful good" @@ -9603,11 +9811,12 @@ "skill_bonus_survival": null, "passive_perception": 16, "name": "Young White Dragon", + "document": "srd", + "size": null, "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 133, - "document": "srd", "type": "dragon", "category": "Monsters; Dragons, Chromatic", "alignment": "chaotic evil" @@ -9649,11 +9858,12 @@ "skill_bonus_survival": null, "passive_perception": 8, "name": "Zombie", + "document": "srd", + "size": null, "size_integer": 3, "weight": "0.000", "armor_class": 8, "hit_points": 22, - "document": "srd", "type": "undead", "category": "Monsters; Zombies", "alignment": "neutral evil" diff --git a/data/v2/wizards-of-the-coast/srd/Item.json b/data/v2/wizards-of-the-coast/srd/Item.json index 53669814..87292b25 100644 --- a/data/v2/wizards-of-the-coast/srd/Item.json +++ b/data/v2/wizards-of-the-coast/srd/Item.json @@ -5,11 +5,12 @@ "fields": { "name": "Cinnamon", "desc": "1lb of cinnamon", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -24,11 +25,12 @@ "fields": { "name": "Cloves", "desc": "1lb of cloves.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "3.00", "weapon": null, "armor": null, @@ -43,11 +45,12 @@ "fields": { "name": "Copper", "desc": "1lb of copper.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -62,11 +65,12 @@ "fields": { "name": "Flour", "desc": "1lb of flour", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.02", "weapon": null, "armor": null, @@ -81,11 +85,12 @@ "fields": { "name": "Ginger", "desc": "1lb of Ginger.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -100,11 +105,12 @@ "fields": { "name": "Gold", "desc": "1lb of gold.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": null, @@ -119,11 +125,12 @@ "fields": { "name": "Iron", "desc": "1lb of iron.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": null, "armor": null, @@ -138,11 +145,12 @@ "fields": { "name": "Pepper", "desc": "1lb of pepper.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -157,11 +165,12 @@ "fields": { "name": "Platinum", "desc": "1 lb. of platinum.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "500.00", "weapon": null, "armor": null, @@ -176,11 +185,12 @@ "fields": { "name": "Saffron", "desc": "1lb of saffron.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "15.00", "weapon": null, "armor": null, @@ -195,11 +205,12 @@ "fields": { "name": "Salt", "desc": "1lb of salt.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.05", "weapon": null, "armor": null, @@ -214,11 +225,12 @@ "fields": { "name": "Silver", "desc": "1lb of silver", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -233,11 +245,12 @@ "fields": { "name": "Wheat", "desc": "1 pound of wheat.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.01", "weapon": null, "armor": null, @@ -252,11 +265,12 @@ "fields": { "name": "Canvas", "desc": "1 sq. yd. of canvas", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": null, "armor": null, @@ -271,11 +285,12 @@ "fields": { "name": "Cotton Cloth", "desc": "1 sq. yd. of cotton cloth.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -290,11 +305,12 @@ "fields": { "name": "Linen", "desc": "1 sq. yd. of linen.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -309,11 +325,12 @@ "fields": { "name": "Silk", "desc": "1 sq. yd. of silk.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -328,11 +345,12 @@ "fields": { "name": "Abacus", "desc": "An abacus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -347,11 +365,12 @@ "fields": { "name": "Acid", "desc": "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -366,11 +385,12 @@ "fields": { "name": "Acid (vial)", "desc": "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -385,11 +405,12 @@ "fields": { "name": "Adamantine Armor (Breastplate)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "breastplate", @@ -404,11 +425,12 @@ "fields": { "name": "Adamantine Armor (Chain-Mail)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "chain-mail", @@ -423,11 +445,12 @@ "fields": { "name": "Adamantine Armor (Chain-Shirt)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "chain-shirt", @@ -442,11 +465,12 @@ "fields": { "name": "Adamantine Armor (Half-Plate)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "half-plate", @@ -461,11 +485,12 @@ "fields": { "name": "Adamantine Armor (Hide)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "hide", @@ -480,11 +505,12 @@ "fields": { "name": "Adamantine Armor (Plate)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "plate", @@ -499,11 +525,12 @@ "fields": { "name": "Adamantine Armor (Ring-Mail)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "ring-mail", @@ -518,11 +545,12 @@ "fields": { "name": "Adamantine Armor (Scale-Mail)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "scale-mail", @@ -537,11 +565,12 @@ "fields": { "name": "Adamantine Armor (Splint)", "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "splint", @@ -556,11 +585,12 @@ "fields": { "name": "Alchemist's Fire (Flask)", "desc": "This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": null, @@ -575,11 +605,12 @@ "fields": { "name": "Alchemist's Supplies", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": null, @@ -594,11 +625,12 @@ "fields": { "name": "Amulet", "desc": "Can be used as a holy symbol.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -613,11 +645,12 @@ "fields": { "name": "Amulet of Health", "desc": "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -632,11 +665,12 @@ "fields": { "name": "Amulet of Proof against Detection and Location", "desc": "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -651,11 +685,12 @@ "fields": { "name": "Amulet of the Planes", "desc": "While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the _plane shift_ spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -670,11 +705,12 @@ "fields": { "name": "Animated Shield", "desc": "While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -689,11 +725,12 @@ "fields": { "name": "Antitoxin (Vial)", "desc": "A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": null, @@ -708,11 +745,12 @@ "fields": { "name": "Apparatus of the Crab", "desc": "This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\r\n\r\nThe apparatus of the Crab is a Large object with the following statistics:\r\n\r\n**Armor Class:** 20\r\n\r\n**Hit Points:** 200\r\n\r\n**Speed:** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)\r\n\r\n**Damage Immunities:** poison, psychic\r\n\r\nTo be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\r\n\r\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\r\n\r\nA creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.\r\n\r\n**Apparatus of the Crab Levers (table)**\r\n\r\n| Lever | Up | Down |\r\n|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. |\r\n| 2 | Forward window shutter opens. | Forward window shutter closes. |\r\n| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |\r\n| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. |\r\n| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |\r\n| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. |\r\n| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |\r\n| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. |\r\n| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. |\r\n| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -727,11 +765,12 @@ "fields": { "name": "Armor of Invulnerability", "desc": "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "plate", @@ -746,11 +785,12 @@ "fields": { "name": "Armor of Resistance (Leather)", "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "leather", @@ -765,11 +805,12 @@ "fields": { "name": "Armor of Resistance (Padded)", "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "padded", @@ -784,11 +825,12 @@ "fields": { "name": "Armor of Resistance (Studded-Leather)", "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "studded-leather", @@ -803,11 +845,12 @@ "fields": { "name": "Armor of Vulnerability", "desc": "While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.\n\n**_Curse_**. This armor is cursed, a fact that is revealed only when an _identify_ spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the _remove curse_ spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "plate", @@ -822,11 +865,12 @@ "fields": { "name": "Arrow (bow)", "desc": "An arrow for a bow.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.050", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.05", "weapon": null, "armor": null, @@ -841,11 +885,12 @@ "fields": { "name": "Arrow-Catching Shield", "desc": "You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -860,11 +905,12 @@ "fields": { "name": "Arrow of Slaying", "desc": "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\\n\\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\\n\\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -879,11 +925,12 @@ "fields": { "name": "Assassin's Blood", "desc": "A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.\\n\\n\r\n\r\n**_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "150.00", "weapon": null, "armor": null, @@ -898,11 +945,12 @@ "fields": { "name": "Backpack", "desc": "A backpack. Capacity: 1 cubic foot/30 pounds of gear.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -917,11 +965,12 @@ "fields": { "name": "Bag of Beans", "desc": "Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.\r\n\r\nIf you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.\r\n\r\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.\r\n\r\n| d100 | Effect |\r\n|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |\r\n| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |\r\n| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |\r\n| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |\r\n| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |\r\n| 41-50 | 1d6 + 6 shriekers sprout |\r\n| 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |\r\n| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |\r\n| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |\r\n| 91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |\r\n| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -936,11 +985,12 @@ "fields": { "name": "Bag of Devouring", "desc": "This bag superficially resembles a _bag of holding_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\r\n\r\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.\r\n\r\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.\r\n\r\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -955,11 +1005,12 @@ "fields": { "name": "Bag of Holding", "desc": "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\r\n\r\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\r\n\r\nPlacing a _bag of holding_ inside an extradimensional space created by a _handy haversack_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -974,11 +1025,12 @@ "fields": { "name": "Bag of Tricks", "desc": "This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.\r\n\r\nYou can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color.\r\n\r\nThe creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\r\n\r\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\r\n\r\n**Gray Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|--------------|\r\n| 1 | Weasel |\r\n| 2 | Giant rat |\r\n| 3 | Badger |\r\n| 4 | Boar |\r\n| 5 | Panther |\r\n| 6 | Giant badger |\r\n| 7 | Dire wolf |\r\n| 8 | Giant elk |\r\n\r\n**Rust Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|------------|\r\n| 1 | Rat |\r\n| 2 | Owl |\r\n| 3 | Mastiff |\r\n| 4 | Goat |\r\n| 5 | Giant goat |\r\n| 6 | Giant boar |\r\n| 7 | Lion |\r\n| 8 | Brown bear |\r\n\r\n**Tan Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|--------------|\r\n| 1 | Jackal |\r\n| 2 | Ape |\r\n| 3 | Baboon |\r\n| 4 | Axe beak |\r\n| 5 | Black bear |\r\n| 6 | Giant weasel |\r\n| 7 | Giant hyena |\r\n| 8 | Tiger |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -993,11 +1045,12 @@ "fields": { "name": "Bagpipes", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "30.00", "weapon": null, "armor": null, @@ -1012,11 +1065,12 @@ "fields": { "name": "Ball Bearings (bag of 1000)", "desc": "As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -1031,11 +1085,12 @@ "fields": { "name": "Barrel", "desc": "A barrel. Capacity: 40 gallons liquid, 4 cubic feet solid.", + "document": "srd", + "size": "medium", "size_integer": 3, "weight": "70.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -1050,11 +1105,12 @@ "fields": { "name": "Basket", "desc": "A basket. Capacity: 2 cubic feet/40 pounds of gear.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.40", "weapon": null, "armor": null, @@ -1069,11 +1125,12 @@ "fields": { "name": "Battleaxe", "desc": "A battleaxe.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": "battleaxe", "armor": null, @@ -1088,11 +1145,12 @@ "fields": { "name": "Battleaxe (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "battleaxe", "armor": null, @@ -1107,11 +1165,12 @@ "fields": { "name": "Battleaxe (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "battleaxe", "armor": null, @@ -1126,11 +1185,12 @@ "fields": { "name": "Battleaxe (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "battleaxe", "armor": null, @@ -1145,11 +1205,12 @@ "fields": { "name": "Bead of Force", "desc": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _beads of force_ are found together.\r\n\r\nYou can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.\r\n\r\nAn enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1164,11 +1225,12 @@ "fields": { "name": "Bedroll", "desc": "A bedroll.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "7.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -1183,11 +1245,12 @@ "fields": { "name": "Bell", "desc": "A bell.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -1202,11 +1265,12 @@ "fields": { "name": "Belt of Cloud Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1221,11 +1285,12 @@ "fields": { "name": "Belt of Dwarvenkind", "desc": "While wearing this belt, you gain the following benefits:\r\n\r\n* Your Constitution score increases by 2, to a maximum of 20.\r\n* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.\r\n\r\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.\r\n\r\nIf you aren't a dwarf, you gain the following additional benefits while wearing the belt:\r\n\r\n* You have advantage on saving throws against poison, and you have resistance against poison damage.\r\n* You have darkvision out to a range of 60 feet.\r\n* You can speak, read, and write Dwarvish.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1240,11 +1305,12 @@ "fields": { "name": "Belt of Fire Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1259,11 +1325,12 @@ "fields": { "name": "Belt of Frost Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1278,11 +1345,12 @@ "fields": { "name": "Belt of Hill Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1297,11 +1365,12 @@ "fields": { "name": "Belt of Stone Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1316,11 +1385,12 @@ "fields": { "name": "Belt of Storm Giant Strength", "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1335,11 +1405,12 @@ "fields": { "name": "Blanket", "desc": "A blanket.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -1354,11 +1425,12 @@ "fields": { "name": "Block and Tackle", "desc": "A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -1373,11 +1445,12 @@ "fields": { "name": "Blowgun", "desc": "A blowgun.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": "blowgun", "armor": null, @@ -1392,11 +1465,12 @@ "fields": { "name": "Blowgun (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "blowgun", "armor": null, @@ -1411,11 +1485,12 @@ "fields": { "name": "Blowgun (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "blowgun", "armor": null, @@ -1430,11 +1505,12 @@ "fields": { "name": "Blowgun (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "blowgun", "armor": null, @@ -1449,11 +1525,12 @@ "fields": { "name": "Blowgun needles", "desc": "Needles to be fired with a blowgun.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.02", "weapon": null, "armor": null, @@ -1468,11 +1545,12 @@ "fields": { "name": "Book", "desc": "A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -1487,11 +1565,12 @@ "fields": { "name": "Boots of Elvenkind", "desc": "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1506,11 +1585,12 @@ "fields": { "name": "Boots of Levitation", "desc": "While you wear these boots, you can use an action to cast the _levitate_ spell on yourself at will.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1525,11 +1605,12 @@ "fields": { "name": "Boots of Speed", "desc": "While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.\r\n\r\nWhen the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1544,11 +1625,12 @@ "fields": { "name": "Boots of Striding and Springing", "desc": "While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1563,11 +1645,12 @@ "fields": { "name": "Boots of the Winterlands", "desc": "These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\r\n\r\n* You have resistance to cold damage.\r\n* You ignore difficult terrain created by ice or snow.\r\n* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1582,11 +1665,12 @@ "fields": { "name": "Bottle, glass", "desc": "A glass bottle. Capacity: 1.5 pints liquid.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -1601,11 +1685,12 @@ "fields": { "name": "Bowl of Commanding Water Elementals", "desc": "While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the _conjure elemental_ spell. The bowl can't be used this way again until the next dawn.\r\n\r\nThe bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1620,11 +1705,12 @@ "fields": { "name": "Bracers of Archery", "desc": "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1639,11 +1725,12 @@ "fields": { "name": "Bracers of Defense", "desc": "While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1658,11 +1745,12 @@ "fields": { "name": "Brazier of Commanding Fire Elementals", "desc": "While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the _conjure elemental_ spell. The brazier can't be used this way again until the next dawn.\r\n\r\nThe brazier weighs 5 pounds.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1677,11 +1765,12 @@ "fields": { "name": "Breastplate", "desc": "This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "20.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "400.00", "weapon": null, "armor": "breastplate", @@ -1696,11 +1785,12 @@ "fields": { "name": "Brewer's Supplies", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "9.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "20.00", "weapon": null, "armor": null, @@ -1715,11 +1805,12 @@ "fields": { "name": "Brooch of Shielding", "desc": "While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the _magic missile_ spell.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1734,11 +1825,12 @@ "fields": { "name": "Broom of Flying", "desc": "This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.\r\n\r\nYou can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1753,11 +1845,12 @@ "fields": { "name": "Bucket", "desc": "A bucket. Capacity: 3 gallons liquid, 1/2 cubic foot solid.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.05", "weapon": null, "armor": null, @@ -1772,11 +1865,12 @@ "fields": { "name": "Burnt othur fumes", "desc": "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.\\n\\n**_Inhaled._** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "500.00", "weapon": null, "armor": null, @@ -1791,11 +1885,12 @@ "fields": { "name": "Calligrapher's supplies", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -1810,11 +1905,12 @@ "fields": { "name": "Caltrops (bag of 20)", "desc": "As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -1829,11 +1925,12 @@ "fields": { "name": "Candle", "desc": "For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.01", "weapon": null, "armor": null, @@ -1848,11 +1945,12 @@ "fields": { "name": "Candle of Invocation", "desc": "This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.\r\n\r\n| d20 | Alignment |\r\n|-------|-----------------|\r\n| 1-2 | Chaotic evil |\r\n| 3-4 | Chaotic neutral |\r\n| 5-7 | Chaotic good |\r\n| 8-9 | Neutral evil |\r\n| 10-11 | Neutral |\r\n| 12-13 | Neutral good |\r\n| 14-15 | Lawful evil |\r\n| 16-17 | Lawful neutral |\r\n| 18-20 | Lawful good |\r\n\r\nThe candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.\r\n\r\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st* level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.\r\n\r\nAlternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1867,11 +1965,12 @@ "fields": { "name": "Cape of the Mountebank", "desc": "This cape smells faintly of brimstone. While wearing it, you can use it to cast the _dimension door_ spell as an action. This property of the cape can't be used again until the next dawn.\r\n\r\nWhen you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1886,11 +1985,12 @@ "fields": { "name": "Carpenter's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "8.00", "weapon": null, "armor": null, @@ -1905,11 +2005,12 @@ "fields": { "name": "Carpet of Flying", "desc": "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\r\n\r\nFour sizes of _carpet of flying_ exist. The GM chooses the size of a given carpet or determines it randomly.\r\n\r\n| d100 | Size | Capacity | Flying Speed |\r\n|--------|---------------|----------|--------------|\r\n| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet |\r\n| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet |\r\n| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet |\r\n| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet |\r\n\r\nA carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -1924,11 +2025,12 @@ "fields": { "name": "Carriage", "desc": "Drawn vehicle.", + "document": "srd", + "size": "huge", "size_integer": 5, "weight": "600.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "100.00", "weapon": null, "armor": null, @@ -1943,11 +2045,12 @@ "fields": { "name": "Cart", "desc": "Drawn vehicle", + "document": "srd", + "size": "large", "size_integer": 4, "weight": "200.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "15.00", "weapon": null, "armor": null, @@ -1962,11 +2065,12 @@ "fields": { "name": "Cartographer's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "15.00", "weapon": null, "armor": null, @@ -1981,11 +2085,12 @@ "fields": { "name": "Case, Crossbow Bolt", "desc": "This wooden case can hold up to twenty crossbow bolts.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -2000,11 +2105,12 @@ "fields": { "name": "Case, Map or Scroll", "desc": "This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -2019,11 +2125,12 @@ "fields": { "name": "Censer of Controlling Air Elementals", "desc": "While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the _conjure elemental_ spell. The censer can't be used this way again until the next dawn.\r\n\r\nThis 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2038,11 +2145,12 @@ "fields": { "name": "Chain (10 feet)", "desc": "A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -2057,11 +2165,12 @@ "fields": { "name": "Chain mail", "desc": "Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "55.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "75.00", "weapon": null, "armor": "chain-mail", @@ -2076,11 +2185,12 @@ "fields": { "name": "Chain shirt", "desc": "Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "20.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": "chain-shirt", @@ -2095,11 +2205,12 @@ "fields": { "name": "Chalk (1 piece)", "desc": "A piece of chalk.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.01", "weapon": null, "armor": null, @@ -2114,11 +2225,12 @@ "fields": { "name": "Chariot", "desc": "Drawn vehicle.", + "document": "srd", + "size": "large", "size_integer": 4, "weight": "100.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "250.00", "weapon": null, "armor": null, @@ -2133,11 +2245,12 @@ "fields": { "name": "Chest", "desc": "A chest. Capacity: 12 cubic feet/300 pounds of gear.", + "document": "srd", + "size": "small", "size_integer": 2, "weight": "25.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -2152,11 +2265,12 @@ "fields": { "name": "Chicken", "desc": "One chicken", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.02", "weapon": null, "armor": null, @@ -2171,11 +2285,12 @@ "fields": { "name": "Chime of Opening", "desc": "This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.\r\n\r\nThe chime can be used ten times. After the tenth time, it cracks and becomes useless.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2190,11 +2305,12 @@ "fields": { "name": "Circlet of Blasting", "desc": "While wearing this circlet, you can use an action to cast the _scorching ray_ spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2209,11 +2325,12 @@ "fields": { "name": "Climber's Kit", "desc": "A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "12.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -2228,11 +2345,12 @@ "fields": { "name": "Cloak of Arachnida", "desc": "This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:\r\n\r\n* You have resistance to poison damage.\r\n* You have a climbing speed equal to your walking speed.\r\n* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\r\n* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.\r\n* You can use an action to cast the _web_ spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2247,11 +2365,12 @@ "fields": { "name": "Cloak of Displacement", "desc": "While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2266,11 +2385,12 @@ "fields": { "name": "Cloak of Elvenkind", "desc": "While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2285,11 +2405,12 @@ "fields": { "name": "Cloak of Protection", "desc": "You gain a +1 bonus to AC and saving throws while you wear this cloak.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2304,11 +2425,12 @@ "fields": { "name": "Cloak of the Bat", "desc": "While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.\r\n\r\nWhile wearing the cloak in an area of dim light or darkness, you can use your action to cast _polymorph_ on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2323,11 +2445,12 @@ "fields": { "name": "Cloak of the Manta Ray", "desc": "While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2342,11 +2465,12 @@ "fields": { "name": "Clothes, Common", "desc": "Common clothes.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -2361,11 +2485,12 @@ "fields": { "name": "Clothes, costume", "desc": "A costume.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -2380,11 +2505,12 @@ "fields": { "name": "Clothes, fine", "desc": "Fine clothing.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "15.00", "weapon": null, "armor": null, @@ -2399,11 +2525,12 @@ "fields": { "name": "Clothes, traveler's", "desc": "Traveler's clothing.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -2418,11 +2545,12 @@ "fields": { "name": "Club", "desc": "A club", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": "club", "armor": null, @@ -2437,11 +2565,12 @@ "fields": { "name": "Club (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "club", "armor": null, @@ -2456,11 +2585,12 @@ "fields": { "name": "Club (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "club", "armor": null, @@ -2475,11 +2605,12 @@ "fields": { "name": "Club (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "club", "armor": null, @@ -2494,11 +2625,12 @@ "fields": { "name": "Cobbler's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -2513,11 +2645,12 @@ "fields": { "name": "Component Pouch", "desc": "A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -2532,11 +2665,12 @@ "fields": { "name": "Cook's utensils", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -2551,11 +2685,12 @@ "fields": { "name": "Cow", "desc": "One cow.", + "document": "srd", + "size": "large", "size_integer": 4, "weight": "1000.000", "armor_class": 10, "hit_points": 15, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -2570,11 +2705,12 @@ "fields": { "name": "Copper Piece", "desc": "One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.01", "weapon": null, "armor": null, @@ -2589,11 +2725,12 @@ "fields": { "name": "Crawler mucus", "desc": "This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\\n\\n\r\n**_Contact._** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "200.00", "weapon": null, "armor": null, @@ -2608,11 +2745,12 @@ "fields": { "name": "Crossbow bolt", "desc": "Bolts to be used in a crossbow.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.080", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.05", "weapon": null, "armor": null, @@ -2627,11 +2765,12 @@ "fields": { "name": "Crossbow, hand", "desc": "A hand crossbow.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "75.00", "weapon": "crossbow-hand", "armor": null, @@ -2646,11 +2785,12 @@ "fields": { "name": "Crossbow-Hand (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-hand", "armor": null, @@ -2665,11 +2805,12 @@ "fields": { "name": "Crossbow-Hand (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-hand", "armor": null, @@ -2684,11 +2825,12 @@ "fields": { "name": "Crossbow-Hand (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-hand", "armor": null, @@ -2703,11 +2845,12 @@ "fields": { "name": "Crossbow, heavy", "desc": "A heavy crossbow", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "18.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": "crossbow-heavy", "armor": null, @@ -2722,11 +2865,12 @@ "fields": { "name": "Crossbow-Heavy (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-heavy", "armor": null, @@ -2741,11 +2885,12 @@ "fields": { "name": "Crossbow-Heavy (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-heavy", "armor": null, @@ -2760,11 +2905,12 @@ "fields": { "name": "Crossbow-Heavy (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-heavy", "armor": null, @@ -2779,11 +2925,12 @@ "fields": { "name": "Crossbow, light", "desc": "A light crossbow.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": "crossbow-light", "armor": null, @@ -2798,11 +2945,12 @@ "fields": { "name": "Crossbow-Light (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-light", "armor": null, @@ -2817,11 +2965,12 @@ "fields": { "name": "Crossbow-Light (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-light", "armor": null, @@ -2836,11 +2985,12 @@ "fields": { "name": "Crossbow-Light (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-light", "armor": null, @@ -2855,11 +3005,12 @@ "fields": { "name": "Crowbar", "desc": "Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -2874,11 +3025,12 @@ "fields": { "name": "Crystal", "desc": "Can be used as an arcane focus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -2893,11 +3045,12 @@ "fields": { "name": "Crystal Ball", "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2912,11 +3065,12 @@ "fields": { "name": "Crystal Ball of Mind Reading", "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nYou can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2931,11 +3085,12 @@ "fields": { "name": "Crystal Ball of Telepathy", "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nThe following crystal ball variants are legendary items and have additional properties.\r\n\r\nWhile scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2950,11 +3105,12 @@ "fields": { "name": "Crystal Ball of True Seeing", "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nWhile scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2969,11 +3125,12 @@ "fields": { "name": "Cube of Force", "desc": "This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.\r\n\r\nYou can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.\r\n\r\nIf your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.\r\n\r\n**Cube of Force Faces (table)**\r\n\r\n| Face | Charges | Effect |\r\n|------|---------|-------------------------------------------------------------------------------------------------------------------|\r\n| 1 | 1 | Gases, wind, and fog can't pass through the barrier. |\r\n| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\r\n| 3 | 3 | Living matter can't pass through the barrier. |\r\n| 4 | 4 | Spell effects can't pass through the barrier. |\r\n| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\r\n| 6 | 0 | The barrier deactivates. |\r\n\r\nThe cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.\r\n\r\n| Spell or Item | Charges Lost |\r\n|------------------|--------------|\r\n| Disintegrate | 1d12 |\r\n| Horn of blasting | 1d10 |\r\n| Passwall | 1d6 |\r\n| Prismatic spray | 1d20 |\r\n| Wall of fire | 1d4 |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -2988,11 +3145,12 @@ "fields": { "name": "Cubic Gate", "desc": "This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.\r\n\r\nYou can use an action to press one side of the cube to cast the _gate_ spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the _plane shift_ spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.\r\n\r\nThe cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3007,11 +3165,12 @@ "fields": { "name": "Dagger", "desc": "A dagger.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": "dagger", "armor": null, @@ -3026,11 +3185,12 @@ "fields": { "name": "Dagger (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "dagger", "armor": null, @@ -3045,11 +3205,12 @@ "fields": { "name": "Dagger (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "dagger", "armor": null, @@ -3064,11 +3225,12 @@ "fields": { "name": "Dagger (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "dagger", "armor": null, @@ -3083,11 +3245,12 @@ "fields": { "name": "Dagger of Venom", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nYou can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "dagger", "armor": null, @@ -3102,11 +3265,12 @@ "fields": { "name": "Dancing Sword (Greatsword)", "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -3121,11 +3285,12 @@ "fields": { "name": "Dancing Sword (Longsword)", "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -3140,11 +3305,12 @@ "fields": { "name": "Dancing Sword (Rapier)", "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -3159,11 +3325,12 @@ "fields": { "name": "Dancing Sword (Shortsword)", "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -3178,11 +3345,12 @@ "fields": { "name": "Dart", "desc": "A dart.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.250", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.05", "weapon": "dart", "armor": null, @@ -3197,11 +3365,12 @@ "fields": { "name": "Dart (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "dart", "armor": null, @@ -3216,11 +3385,12 @@ "fields": { "name": "Dart (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "dart", "armor": null, @@ -3235,11 +3405,12 @@ "fields": { "name": "Dart (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "dart", "armor": null, @@ -3254,11 +3425,12 @@ "fields": { "name": "Decanter of Endless Water", "desc": "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.\r\n\r\nYou can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:\r\n\r\n* \"Stream\" produces 1 gallon of water.\r\n* \"Fountain\" produces 5 gallons of water.\r\n* \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3273,11 +3445,12 @@ "fields": { "name": "Deck of Illusions", "desc": "This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.\r\n\r\nThe magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.\r\n\r\nAn illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.\r\n\r\nThe illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.\r\n\r\n| Playing Card | Illusion |\r\n|-------------------|----------------------------------|\r\n| Ace of hearts | Red dragon |\r\n| King of hearts | Knight and four guards |\r\n| Queen of hearts | Succubus or incubus |\r\n| Jack of hearts | Druid |\r\n| Ten of hearts | Cloud giant |\r\n| Nine of hearts | Ettin |\r\n| Eight of hearts | Bugbear |\r\n| Two of hearts | Goblin |\r\n| Ace of diamonds | Beholder |\r\n| King of diamonds | Archmage and mage apprentice |\r\n| Queen of diamonds | Night hag |\r\n| Jack of diamonds | Assassin |\r\n| Ten of diamonds | Fire giant |\r\n| Nine of diamonds | Ogre mage |\r\n| Eight of diamonds | Gnoll |\r\n| Two of diamonds | Kobold |\r\n| Ace of spades | Lich |\r\n| King of spades | Priest and two acolytes |\r\n| Queen of spades | Medusa |\r\n| Jack of spades | Veteran |\r\n| Ten of spades | Frost giant |\r\n| Nine of spades | Troll |\r\n| Eight of spades | Hobgoblin |\r\n| Two of spades | Goblin |\r\n| Ace of clubs | Iron golem |\r\n| King of clubs | Bandit captain and three bandits |\r\n| Queen of clubs | Erinyes |\r\n| Jack of clubs | Berserker |\r\n| Ten of clubs | Hill giant |\r\n| Nine of clubs | Ogre |\r\n| Eight of clubs | Orc |\r\n| Two of clubs | Kobold |\r\n| Jokers (2) | You (the deck's owner) |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3292,11 +3465,12 @@ "fields": { "name": "Deck of Many Things", "desc": "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.\r\n\r\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\r\n\r\nOnce a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.\r\n\r\n| Playing Card | Card |\r\n|--------------------|-------------|\r\n| Ace of diamonds | Vizier\\* |\r\n| King of diamonds | Sun |\r\n| Queen of diamonds | Moon |\r\n| Jack of diamonds | Star |\r\n| Two of diamonds | Comet\\* |\r\n| Ace of hearts | The Fates\\* |\r\n| King of hearts | Throne |\r\n| Queen of hearts | Key |\r\n| Jack of hearts | Knight |\r\n| Two of hearts | Gem\\* |\r\n| Ace of clubs | Talons\\* |\r\n| King of clubs | The Void |\r\n| Queen of clubs | Flames |\r\n| Jack of clubs | Skull |\r\n| Two of clubs | Idiot\\* |\r\n| Ace of spades | Donjon\\* |\r\n| King of spades | Ruin |\r\n| Queen of spades | Euryale |\r\n| Jack of spades | Rogue |\r\n| Two of spades | Balance\\* |\r\n| Joker (with TM) | Fool\\* |\r\n| Joker (without TM) | Jester |\r\n\r\n\\*Found only in a deck with twenty-two cards\r\n\r\n**_Balance_**. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.\r\n\r\n**_Comet_**. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.\r\n\r\n**_Donjon_**. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a _wish_ spell can reveal the location of your prison. You draw no more cards.\r\n\r\n**_Euryale_**. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.\r\n\r\n**_The Fates_**. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\r\n\r\n**_Flames_**. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\r\n\r\n**_Fool_**. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.\r\n\r\n**_Gem_**. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.\r\n\r\n**_Idiot_**. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.\r\n\r\n**_Jester_**. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.\r\n\r\n**_Key_**. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.\r\n\r\n**_Knight_**. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.\r\n\r\n**_Moon_**. You are granted the ability to cast the _wish_ spell 1d3 times.\r\n\r\n**_Rogue_**. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a _wish_ spell or divine intervention can end the NPC's hostility toward you.\r\n\r\n**_Ruin_**. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.\r\n\r\n**_Skull_**. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.\r\n\r\n#", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3311,11 +3485,12 @@ "fields": { "name": "Defender (Greatsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -3330,11 +3505,12 @@ "fields": { "name": "Defender (Longsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -3349,11 +3525,12 @@ "fields": { "name": "Defender (Rapier)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -3368,11 +3545,12 @@ "fields": { "name": "Defender (Shortsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -3387,11 +3565,12 @@ "fields": { "name": "Demon Armor", "desc": "While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.\n\n**_Curse_**. Once you don this cursed armor, you can't doff it unless you are targeted by the _remove curse_ spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "plate", @@ -3406,11 +3585,12 @@ "fields": { "name": "Dice set", "desc": "This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-­‐‑Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": null, "armor": null, @@ -3425,11 +3605,12 @@ "fields": { "name": "Dimensional Shackles", "desc": "You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.\r\n\r\nYou and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3444,11 +3625,12 @@ "fields": { "name": "Disguise kit", "desc": "This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -3463,11 +3645,12 @@ "fields": { "name": "Dragon Scale Mail", "desc": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.\r\n\r\nWhile wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).\r\n\r\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.\r\n\r\n| Dragon | Resistance |\r\n|--------|------------|\r\n| Black | Acid |\r\n| Blue | Lightning |\r\n| Brass | Fire |\r\n| Bronze | Lightning |\r\n| Copper | Acid |\r\n| Gold | Fire |\r\n| Green | Poison |\r\n| Red | Fire |\r\n| Silver | Cold |\r\n| White | Cold |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": "scale-mail", @@ -3482,11 +3665,12 @@ "fields": { "name": "Dragon Slayer (Greatsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -3501,11 +3685,12 @@ "fields": { "name": "Dragon Slayer (Longsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -3520,11 +3705,12 @@ "fields": { "name": "Dragon Slayer (Rapier)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -3539,11 +3725,12 @@ "fields": { "name": "Dragon Slayer (Shortsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -3558,11 +3745,12 @@ "fields": { "name": "Drow poison", "desc": "This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\r\n\\n\\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "200.00", "weapon": null, "armor": null, @@ -3577,11 +3765,12 @@ "fields": { "name": "Drum", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "6.00", "weapon": null, "armor": null, @@ -3596,11 +3785,12 @@ "fields": { "name": "Dulcimer", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -3615,11 +3805,12 @@ "fields": { "name": "Dust of Disappearance", "desc": "Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3634,11 +3825,12 @@ "fields": { "name": "Dust of Dryness", "desc": "This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.\r\n\r\nSomeone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.\r\n\r\nAn elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3653,11 +3845,12 @@ "fields": { "name": "Dust of Sneezing and Choking", "desc": "Found in a small container, this powder resembles very fine sand. It appears to be _dust of disappearance_, and an _identify_ spell reveals it to be such. There is enough of it for one use.\r\n\r\nWhen you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The _lesser restoration_ spell can also end the effect on a creature.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3672,11 +3865,12 @@ "fields": { "name": "Dwarven Plate", "desc": "While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "plate", @@ -3691,11 +3885,12 @@ "fields": { "name": "Dwarven Thrower", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "warhammer", "armor": null, @@ -3710,11 +3905,12 @@ "fields": { "name": "Efficient Quiver", "desc": "Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.\r\n\r\nYou can draw any item the quiver contains as if doing so from a regular quiver or scabbard.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3729,11 +3925,12 @@ "fields": { "name": "Efreeti Bottle", "desc": "This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.\r\n\r\nThe first time the bottle is opened, the GM rolls to determine what happens.\r\n\r\n| d100 | Effect |\r\n|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |\r\n| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |\r\n| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3748,11 +3945,12 @@ "fields": { "name": "Elemental Gem", "desc": "This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the _conjure elemental_ spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.\r\n\r\n| Gem | Summoned Elemental |\r\n|----------------|--------------------|\r\n| Blue sapphire | Air elemental |\r\n| Yellow diamond | Earth elemental |\r\n| Red corundum | Fire elemental |\r\n| Emerald | Water elemental |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3767,11 +3965,12 @@ "fields": { "name": "Elven Chain", "desc": "You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "chain-shirt", @@ -3786,11 +3985,12 @@ "fields": { "name": "Emblem", "desc": "Can be used as a holy symbol.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -3805,11 +4005,12 @@ "fields": { "name": "Electrum Piece", "desc": "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -3824,11 +4025,12 @@ "fields": { "name": "Essense of either", "desc": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\\n\\n**_Inhaled._** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "300.00", "weapon": null, "armor": null, @@ -3843,11 +4045,12 @@ "fields": { "name": "Eversmoking Bottle", "desc": "Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.\r\n\r\nThe cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3862,11 +4065,12 @@ "fields": { "name": "Eyes of Charming", "desc": "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the _charm person_ spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3881,11 +4085,12 @@ "fields": { "name": "Eyes of Minute Seeing", "desc": "These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3900,11 +4105,12 @@ "fields": { "name": "Eyes of the Eagle", "desc": "These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3919,11 +4125,12 @@ "fields": { "name": "Feather Token", "desc": "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single* use effect. The GM chooses the kind of token or determines it randomly.\r\n\r\n| d100 | Feather Token |\r\n|--------|---------------|\r\n| 01-20 | Anchor |\r\n| 21-35 | Bird |\r\n| 36-50 | Fan |\r\n| 51-65 | Swan boat |\r\n| 66-90 | Tree |\r\n| 91-100 | Whip |\r\n\r\n**_Anchor_**. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.\r\n\r\n**_Bird_**. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.\r\n\r\n**_Fan_**. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.\r\n\r\n**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot* wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.\r\n\r\n**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\r\n\r\n**_Whip_**. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.\r\n\r\nAs a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3938,11 +4145,12 @@ "fields": { "name": "Figurine of Wondrous Power (Bronze Griffon)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Bronze Griffon (Rare)_**. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3957,11 +4165,12 @@ "fields": { "name": "Figurine of Wondrous Power (Ebony Fly)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3976,11 +4185,12 @@ "fields": { "name": "Figurine of Wondrous Power (Golden Lions)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Golden Lions (Rare)_**. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -3995,11 +4205,12 @@ "fields": { "name": "Figurine of Wondrous Power (Ivory Goats)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ivory Goats (Rare_**.These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\\n\\n* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\\n* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\\n* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4014,11 +4225,12 @@ "fields": { "name": "Figurine of Wondrous Power (Marble Elephant)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4033,11 +4245,12 @@ "fields": { "name": "Figurine of Wondrous Power (Obsidian Steed)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Obsidian Steed (Very Rare)_**. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\\n\\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4052,11 +4265,12 @@ "fields": { "name": "Figurine of Wondrous Power (Onyx Dog)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Onyx Dog (Rare)_**. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4071,11 +4285,12 @@ "fields": { "name": "Figurine of Wondrous Power (Serpentine Owl)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Serpentine Owl (Rare)_**. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4090,11 +4305,12 @@ "fields": { "name": "Figurine of Wondrous Power (Silver Raven)", "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4109,11 +4325,12 @@ "fields": { "name": "Fishing Tackle", "desc": "This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -4128,11 +4345,12 @@ "fields": { "name": "Flail", "desc": "A flail.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": "flail", "armor": null, @@ -4147,11 +4365,12 @@ "fields": { "name": "Flail (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "flail", "armor": null, @@ -4166,11 +4385,12 @@ "fields": { "name": "Flail (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "flail", "armor": null, @@ -4185,11 +4405,12 @@ "fields": { "name": "Flail (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "flail", "armor": null, @@ -4204,11 +4425,12 @@ "fields": { "name": "Flame Tongue (Greatsword)", "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -4223,11 +4445,12 @@ "fields": { "name": "Flame Tongue (Longsword)", "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -4242,11 +4465,12 @@ "fields": { "name": "Flame Tongue (Rapier)", "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -4261,11 +4485,12 @@ "fields": { "name": "Flame Tongue (Shortsword)", "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -4280,11 +4505,12 @@ "fields": { "name": "Flask or tankard", "desc": "For drinking. Capacity: 1 pint liquid.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.02", "weapon": null, "armor": null, @@ -4299,11 +4525,12 @@ "fields": { "name": "Flute", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -4318,11 +4545,12 @@ "fields": { "name": "Folding Boat", "desc": "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.\r\n\r\nOne command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.\r\n\r\nThe second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.\r\n\r\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.\r\n\r\nThe third command word causes the _folding boat_ to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4337,11 +4565,12 @@ "fields": { "name": "Forgery kit", "desc": "This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. \\n\\nProficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "15.00", "weapon": null, "armor": null, @@ -4356,11 +4585,12 @@ "fields": { "name": "Frost Brand (Greatsword)", "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -4375,11 +4605,12 @@ "fields": { "name": "Frost Brand (Longsword)", "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -4394,11 +4625,12 @@ "fields": { "name": "Frost Brand (Rapier)", "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -4413,11 +4645,12 @@ "fields": { "name": "Frost Brand (Shortsword)", "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -4432,11 +4665,12 @@ "fields": { "name": "Galley", "desc": "A waterborne vehicle. Speed 4 mph", + "document": "srd", + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "30000.00", "weapon": null, "armor": null, @@ -4451,11 +4685,12 @@ "fields": { "name": "Gauntlets of Ogre Power", "desc": "Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4470,11 +4705,12 @@ "fields": { "name": "Gem of Brightness", "desc": "This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:\r\n\r\n* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.\r\n* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30* foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.\r\n\r\nWhen all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4489,11 +4725,12 @@ "fields": { "name": "Gem of Seeing", "desc": "This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.\r\n\r\nThe gem regains 1d3 expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4508,11 +4745,12 @@ "fields": { "name": "Giant Slayer (Battleaxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "battleaxe", "armor": null, @@ -4527,11 +4765,12 @@ "fields": { "name": "Giant Slayer (Greataxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greataxe", "armor": null, @@ -4546,11 +4785,12 @@ "fields": { "name": "Giant Slayer (Greatsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -4565,11 +4805,12 @@ "fields": { "name": "Giant Slayer (Handaxe)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "handaxe", "armor": null, @@ -4584,11 +4825,12 @@ "fields": { "name": "Giant Slayer (Longsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -4603,11 +4845,12 @@ "fields": { "name": "Giant Slayer (Rapier)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -4622,11 +4865,12 @@ "fields": { "name": "Giant Slayer (Shortsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -4641,11 +4885,12 @@ "fields": { "name": "Glaive", "desc": "A glaive.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "20.00", "weapon": "glaive", "armor": null, @@ -4660,11 +4905,12 @@ "fields": { "name": "Glaive (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "glaive", "armor": null, @@ -4679,11 +4925,12 @@ "fields": { "name": "Glaive (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "glaive", "armor": null, @@ -4698,11 +4945,12 @@ "fields": { "name": "Glaive (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "glaive", "armor": null, @@ -4717,11 +4965,12 @@ "fields": { "name": "Glamoured Studded Leather", "desc": "While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "studded-leather", @@ -4736,11 +4985,12 @@ "fields": { "name": "Glassblower's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "30.00", "weapon": null, "armor": null, @@ -4755,11 +5005,12 @@ "fields": { "name": "Gloves of Missile Snaring", "desc": "These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4774,11 +5025,12 @@ "fields": { "name": "Gloves of Swimming and Climbing", "desc": "While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4793,11 +5045,12 @@ "fields": { "name": "Goat", "desc": "One goat.", + "document": "srd", + "size": "medium", "size_integer": 3, "weight": "75.000", "armor_class": 10, "hit_points": 4, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -4812,11 +5065,12 @@ "fields": { "name": "Goggles of Night", "desc": "While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -4831,11 +5085,12 @@ "fields": { "name": "Gold Piece", "desc": "With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -4850,11 +5105,12 @@ "fields": { "name": "Grappling hook", "desc": "A grappling hook.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -4869,11 +5125,12 @@ "fields": { "name": "Greataxe", "desc": "A greataxe.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "7.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "30.00", "weapon": "greataxe", "armor": null, @@ -4888,11 +5145,12 @@ "fields": { "name": "Greataxe (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greataxe", "armor": null, @@ -4907,11 +5165,12 @@ "fields": { "name": "Greataxe (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greataxe", "armor": null, @@ -4926,11 +5185,12 @@ "fields": { "name": "Greataxe (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greataxe", "armor": null, @@ -4945,11 +5205,12 @@ "fields": { "name": "Greatclub", "desc": "A greatclub.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.20", "weapon": "greatclub", "armor": null, @@ -4964,11 +5225,12 @@ "fields": { "name": "Greatclub (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatclub", "armor": null, @@ -4983,11 +5245,12 @@ "fields": { "name": "Greatclub (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatclub", "armor": null, @@ -5002,11 +5265,12 @@ "fields": { "name": "Greatclub (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatclub", "armor": null, @@ -5021,11 +5285,12 @@ "fields": { "name": "Greatsword", "desc": "A great sword.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": "greatsword", "armor": null, @@ -5040,11 +5305,12 @@ "fields": { "name": "Greatsword (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -5059,11 +5325,12 @@ "fields": { "name": "Greatsword (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -5078,11 +5345,12 @@ "fields": { "name": "Greatsword (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -5097,11 +5365,12 @@ "fields": { "name": "Halberd", "desc": "A halberd.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "20.00", "weapon": "halberd", "armor": null, @@ -5116,11 +5385,12 @@ "fields": { "name": "Halberd (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "halberd", "armor": null, @@ -5135,11 +5405,12 @@ "fields": { "name": "Halberd (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "halberd", "armor": null, @@ -5154,11 +5425,12 @@ "fields": { "name": "Halberd (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "halberd", "armor": null, @@ -5173,11 +5445,12 @@ "fields": { "name": "Half plate", "desc": "Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "40.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "750.00", "weapon": null, "armor": "half-plate", @@ -5192,11 +5465,12 @@ "fields": { "name": "Hammer", "desc": "A hammer.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -5211,11 +5485,12 @@ "fields": { "name": "Hammer of Thunderbolts", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\n**_Giant's Bane (Requires Attunement)_**. You must be wearing a _belt of giant strength_ (any variety) and _gauntlets of ogre power_ to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.\n\nThe hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "maul", "armor": null, @@ -5230,11 +5505,12 @@ "fields": { "name": "Hammer, sledge", "desc": "A sledgehammer", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -5249,11 +5525,12 @@ "fields": { "name": "Handaxe", "desc": "A handaxe.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": "handaxe", "armor": null, @@ -5268,11 +5545,12 @@ "fields": { "name": "Handaxe (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "handaxe", "armor": null, @@ -5287,11 +5565,12 @@ "fields": { "name": "Handaxe (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "handaxe", "armor": null, @@ -5306,11 +5585,12 @@ "fields": { "name": "Handaxe (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "handaxe", "armor": null, @@ -5325,11 +5605,12 @@ "fields": { "name": "Handy Haversack", "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.\r\n\r\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.\r\n\r\nThe haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.\r\n\r\nPlacing the haversack inside an extradimensional space created by a _bag of holding_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5344,11 +5625,12 @@ "fields": { "name": "Hat of Disguise", "desc": "While wearing this hat, you can use an action to cast the _disguise self_ spell from it at will. The spell ends if the hat is removed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5363,11 +5645,12 @@ "fields": { "name": "Headband of Intellect", "desc": "Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5382,11 +5665,12 @@ "fields": { "name": "Healer's Kit", "desc": "This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -5401,11 +5685,12 @@ "fields": { "name": "Helm of Brilliance", "desc": "This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.\r\n\r\nYou gain the following benefits while wearing it:\r\n\r\n* You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: _daylight_ (opal), _fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is destroyed when the spell is cast and disappears from the helm.\r\n* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.\r\n* As long as the helm has at least one ruby, you have resistance to fire damage.\r\n* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.\r\n\r\nRoll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5420,11 +5705,12 @@ "fields": { "name": "Helm of Comprehending Languages", "desc": "While wearing this helm, you can use an action to cast the _comprehend languages_ spell from it at will.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5439,11 +5725,12 @@ "fields": { "name": "Helm of Telepathy", "desc": "While wearing this helm, you can use an action to cast the _detect thoughts_ spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues.\r\n\r\nWhile focusing on a creature with _detect thoughts_, you can use an action to cast the _suggestion_ spell (save DC 13) from the helm on that creature. Once used, the _suggestion_ property can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5458,11 +5745,12 @@ "fields": { "name": "Helm of Teleportation", "desc": "This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _teleport_ spell from it. The helm regains 1d3\r\n\r\nexpended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5477,11 +5765,12 @@ "fields": { "name": "Herbalism Kit", "desc": "This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create\r\nantitoxin and potions of healing.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -5496,11 +5785,12 @@ "fields": { "name": "Hide Armor", "desc": "This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "12.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": "hide", @@ -5515,11 +5805,12 @@ "fields": { "name": "Holy Avenger (Greatsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -5534,11 +5825,12 @@ "fields": { "name": "Holy Avenger (Longsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -5553,11 +5845,12 @@ "fields": { "name": "Holy Avenger (Rapier)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -5572,11 +5865,12 @@ "fields": { "name": "Holy Avenger (Shortsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -5591,11 +5885,12 @@ "fields": { "name": "Holy Water (flask)", "desc": "As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.\\n\\nA cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-­‐‑level spell slot.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -5610,11 +5905,12 @@ "fields": { "name": "Horn", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "3.00", "weapon": null, "armor": null, @@ -5629,11 +5925,12 @@ "fields": { "name": "Horn of Blasting", "desc": "You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.\r\n\r\nEach use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5648,11 +5945,12 @@ "fields": { "name": "Horn of Valhalla (Brass)", "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5667,11 +5965,12 @@ "fields": { "name": "Horn of Valhalla (Bronze)", "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5686,11 +5985,12 @@ "fields": { "name": "Horn of Valhalla (Iron)", "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5705,11 +6005,12 @@ "fields": { "name": "Horn of Valhalla (silver)", "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5724,11 +6025,12 @@ "fields": { "name": "Horseshoes of a Zephyr", "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5743,11 +6045,12 @@ "fields": { "name": "Horseshoes of Speed", "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5762,11 +6065,12 @@ "fields": { "name": "Hourglass", "desc": "An hourglass.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -5781,11 +6085,12 @@ "fields": { "name": "Hunting Trap", "desc": "When you use your action to set it, this trap forms a saw-­‐‑toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "25.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -5800,11 +6105,12 @@ "fields": { "name": "Immovable Rod", "desc": "This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -5819,11 +6125,12 @@ "fields": { "name": "Ink (1 ounce bottle)", "desc": "A bottle of ink.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -5838,11 +6145,12 @@ "fields": { "name": "Ink pen", "desc": "A pen for writing with ink.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.02", "weapon": null, "armor": null, @@ -5857,11 +6165,12 @@ "fields": { "name": "Instant Fortress", "desc": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.\r\n\r\nThe fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the _knock_ spell and similar magic, such as that of a _chime of opening_.\r\n\r\nEach creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\r\n\r\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points,\r\n\r\nimmunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a _wish_ spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of _wish_ causes the roof, the door, or one wall to regain 50 hit points.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5876,11 +6185,12 @@ "fields": { "name": "Ioun Stone (Absorption)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\r\n\r\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\r\n\r\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\r\n\r\n**_Absorption (Very Rare)_**. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.\r\n\r\nOnce the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5895,11 +6205,12 @@ "fields": { "name": "Ioun Stone (Agility)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Agility (Very Rare)._** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5914,11 +6225,12 @@ "fields": { "name": "Ioun Stone (Awareness)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Awareness (Rare)._** You can't be surprised while this dark blue rhomboid orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5933,11 +6245,12 @@ "fields": { "name": "Ioun Stone (Absorption)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5952,11 +6265,12 @@ "fields": { "name": "Ioun Stone (Greater Absorption)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Greater Absorption (Legendary)._** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\\n\\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5971,11 +6285,12 @@ "fields": { "name": "Ioun Stone (Insight)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Insight (Very Rare)._** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -5990,11 +6305,12 @@ "fields": { "name": "Ioun Stone (Intellect)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Intellect (Very Rare)._** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6009,11 +6325,12 @@ "fields": { "name": "Ioun Stone (Leadership)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Leadership (Very Rare)._** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6028,11 +6345,12 @@ "fields": { "name": "Ioun Stone (Mastery)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Mastery (Legendary)._** Your proficiency bonus increases by 1 while this pale green prism orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6047,11 +6365,12 @@ "fields": { "name": "Ioun Stone (Protection)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6066,11 +6385,12 @@ "fields": { "name": "Ioun Stone (Regeneration)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6085,11 +6405,12 @@ "fields": { "name": "Ioun Stone (Reserve)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Reserve (Rare)._** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\\n\\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\\n\\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6104,11 +6425,12 @@ "fields": { "name": "Ioun Stone (Strength)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Strength (Very Rare)._** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6123,11 +6445,12 @@ "fields": { "name": "Ioun Stone (Sustenance)", "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Sustenance (Rare)._** You don't need to eat or drink while this clear spindle orbits your head.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6142,11 +6465,12 @@ "fields": { "name": "Iron Bands of Binding", "desc": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.\r\n\r\nMake a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.\r\n\r\nA creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.\r\n\r\nOnce the bands are used, they can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6161,11 +6485,12 @@ "fields": { "name": "Iron Flask", "desc": "This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.\r\n\r\nYou can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\r\n\r\nAn _identify_ spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.\r\n\r\n| d100 | Contents |\r\n|-------|-------------------|\r\n| 1-50 | Empty |\r\n| 51-54 | Demon (type 1) |\r\n| 55-58 | Demon (type 2) |\r\n| 59-62 | Demon (type 3) |\r\n| 63-64 | Demon (type 4) |\r\n| 65 | Demon (type 5) |\r\n| 66 | Demon (type 6) |\r\n| 67 | Deva |\r\n| 68-69 | Devil (greater) |\r\n| 70-73 | Devil (lesser) |\r\n| 74-75 | Djinni |\r\n| 76-77 | Efreeti |\r\n| 78-83 | Elemental (any) |\r\n| 84-86 | Invisible stalker |\r\n| 87-90 | Night hag |\r\n| 91 | Planetar |\r\n| 92-95 | Salamander |\r\n| 96 | Solar |\r\n| 97-99 | Succubus/incubus |\r\n| 100 | Xorn |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6180,11 +6505,12 @@ "fields": { "name": "Javelin", "desc": "A javelin", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": "javelin", "armor": null, @@ -6199,11 +6525,12 @@ "fields": { "name": "Javelin (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "javelin", "armor": null, @@ -6218,11 +6545,12 @@ "fields": { "name": "Javelin (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "javelin", "armor": null, @@ -6237,11 +6565,12 @@ "fields": { "name": "Javelin (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "javelin", "armor": null, @@ -6256,11 +6585,12 @@ "fields": { "name": "Javelin of Lightning", "desc": "This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.\n\nThe javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "javelin", "armor": null, @@ -6275,11 +6605,12 @@ "fields": { "name": "Jeweler's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -6294,11 +6625,12 @@ "fields": { "name": "Jug or pitcher", "desc": "For drinking a lot. Capacity: 1 gallon liquid.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.02", "weapon": null, "armor": null, @@ -6313,11 +6645,12 @@ "fields": { "name": "Keelboat", "desc": "Waterborne vehicle. Speed is 1mph.", + "document": "srd", + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "3000.00", "weapon": null, "armor": null, @@ -6332,11 +6665,12 @@ "fields": { "name": "Ladder (10-foot)", "desc": "A 10 foot ladder.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "25.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": null, "armor": null, @@ -6351,11 +6685,12 @@ "fields": { "name": "Lamp", "desc": "A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -6370,11 +6705,12 @@ "fields": { "name": "Lamp oil (flask)", "desc": "Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-­foot‑square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": null, "armor": null, @@ -6389,11 +6725,12 @@ "fields": { "name": "Lance", "desc": "A lance.\r\n\r\nYou have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": "lance", "armor": null, @@ -6408,11 +6745,12 @@ "fields": { "name": "Lance (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "lance", "armor": null, @@ -6427,11 +6765,12 @@ "fields": { "name": "Lance (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "lance", "armor": null, @@ -6446,11 +6785,12 @@ "fields": { "name": "Lance (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "lance", "armor": null, @@ -6465,11 +6805,12 @@ "fields": { "name": "Lantern, Bullseye", "desc": "A bullseye lantern casts bright light in a 60-­‐‑foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -6484,11 +6825,12 @@ "fields": { "name": "Lantern, Hooded", "desc": "A hooded lantern casts bright light in a 30-­‐‑foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-­‐‑foot radius.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -6503,11 +6845,12 @@ "fields": { "name": "Lantern of Revealing", "desc": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -6522,11 +6865,12 @@ "fields": { "name": "Leather Armor", "desc": "The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": "leather", @@ -6541,11 +6885,12 @@ "fields": { "name": "Leatherworker's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -6560,11 +6905,12 @@ "fields": { "name": "Light hammer", "desc": "A light hammer.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": "light-hammer", "armor": null, @@ -6579,11 +6925,12 @@ "fields": { "name": "Light-Hammer (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "light-hammer", "armor": null, @@ -6598,11 +6945,12 @@ "fields": { "name": "Light-Hammer (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "light-hammer", "armor": null, @@ -6617,11 +6965,12 @@ "fields": { "name": "Light-Hammer (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "light-hammer", "armor": null, @@ -6636,11 +6985,12 @@ "fields": { "name": "Lock", "desc": "A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -6655,11 +7005,12 @@ "fields": { "name": "Longbow", "desc": "A longbow.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": "longbow", "armor": null, @@ -6674,11 +7025,12 @@ "fields": { "name": "Longbow (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longbow", "armor": null, @@ -6693,11 +7045,12 @@ "fields": { "name": "Longbow (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longbow", "armor": null, @@ -6712,11 +7065,12 @@ "fields": { "name": "Longbow (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longbow", "armor": null, @@ -6731,11 +7085,12 @@ "fields": { "name": "Longship", "desc": "Waterborne vehicle. Speed 3mph.", + "document": "srd", + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10000.00", "weapon": null, "armor": null, @@ -6750,11 +7105,12 @@ "fields": { "name": "Longsword", "desc": "A longsword", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "15.00", "weapon": "longsword", "armor": null, @@ -6769,11 +7125,12 @@ "fields": { "name": "Longsword (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -6788,11 +7145,12 @@ "fields": { "name": "Longsword (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -6807,11 +7165,12 @@ "fields": { "name": "Longsword (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -6826,11 +7185,12 @@ "fields": { "name": "Luck Blade (Greatsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -6845,11 +7205,12 @@ "fields": { "name": "Luck Blade (Longsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -6864,11 +7225,12 @@ "fields": { "name": "Luck Blade (Rapier)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -6883,11 +7245,12 @@ "fields": { "name": "Luck Blade (Shortsword)", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -6902,11 +7265,12 @@ "fields": { "name": "Lute", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "35.00", "weapon": null, "armor": null, @@ -6921,11 +7285,12 @@ "fields": { "name": "Lyre", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "30.00", "weapon": null, "armor": null, @@ -6940,11 +7305,12 @@ "fields": { "name": "Mace", "desc": "A mace.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": "mace", "armor": null, @@ -6959,11 +7325,12 @@ "fields": { "name": "Mace (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "mace", "armor": null, @@ -6978,11 +7345,12 @@ "fields": { "name": "Mace (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "mace", "armor": null, @@ -6997,11 +7365,12 @@ "fields": { "name": "Mace (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "mace", "armor": null, @@ -7016,11 +7385,12 @@ "fields": { "name": "Mace of Disruption", "desc": "When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.\n\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "mace", "armor": null, @@ -7035,11 +7405,12 @@ "fields": { "name": "Mace of Smiting", "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.\n\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "mace", "armor": null, @@ -7054,11 +7425,12 @@ "fields": { "name": "Mace of Terror", "desc": "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\n\nThe mace regains 1d3 expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "mace", "armor": null, @@ -7073,11 +7445,12 @@ "fields": { "name": "Magnifying Glass", "desc": "This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "100.00", "weapon": null, "armor": null, @@ -7092,11 +7465,12 @@ "fields": { "name": "Malice", "desc": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.\\n\\n**_Inhaled._** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "250.00", "weapon": null, "armor": null, @@ -7111,11 +7485,12 @@ "fields": { "name": "Manacles", "desc": "These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 15, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -7130,11 +7505,12 @@ "fields": { "name": "Mantle of Spell Resistance", "desc": "You have advantage on saving throws against spells while you wear this cloak.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7149,11 +7525,12 @@ "fields": { "name": "Manual of Bodily Health", "desc": "This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7168,11 +7545,12 @@ "fields": { "name": "Manual of Gainful Exercise", "desc": "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7187,11 +7565,12 @@ "fields": { "name": "Manual of Golems", "desc": "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a _manual of golems_ and attempts to read it takes 6d6 psychic damage.\r\n\r\n| d20 | Golem | Time | Cost |\r\n|-------|-------|----------|------------|\r\n| 1-5 | Clay | 30 days | 65,000 gp |\r\n| 6-17 | Flesh | 60 days | 50,000 gp |\r\n| 18 | Iron | 120 days | 100,000 gp |\r\n| 19-20 | Stone | 90 days | 80,000 gp |\r\n\r\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\r\n\r\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7206,11 +7585,12 @@ "fields": { "name": "Manual of Quickness of Action", "desc": "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7225,11 +7605,12 @@ "fields": { "name": "Marvelous Pigments", "desc": "Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.\r\n\r\nEach pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.\r\n\r\nWhen you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.\r\n\r\nNothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.\r\n\r\nIf you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7244,11 +7625,12 @@ "fields": { "name": "Mason's Tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -7263,11 +7645,12 @@ "fields": { "name": "Maul", "desc": "A maul.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": "maul", "armor": null, @@ -7282,11 +7665,12 @@ "fields": { "name": "Maul (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "maul", "armor": null, @@ -7301,11 +7685,12 @@ "fields": { "name": "Maul (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "maul", "armor": null, @@ -7320,11 +7705,12 @@ "fields": { "name": "Maul (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "maul", "armor": null, @@ -7339,11 +7725,12 @@ "fields": { "name": "Medallion of Thoughts", "desc": "The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _detect thoughts_ spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7358,11 +7745,12 @@ "fields": { "name": "Mess Kit", "desc": "This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.20", "weapon": null, "armor": null, @@ -7377,11 +7765,12 @@ "fields": { "name": "Midnight tears", "desc": "A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.\\n\\n **_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1500.00", "weapon": null, "armor": null, @@ -7396,11 +7785,12 @@ "fields": { "name": "Mirror of Life Trapping", "desc": "When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.\r\n\r\nIf the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.\r\n\r\nAny creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.\r\n\r\nAn extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.\r\n\r\nIf the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.\r\n\r\nWhile within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.\r\n\r\nIn a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7415,11 +7805,12 @@ "fields": { "name": "Mirror, steel", "desc": "A mirror.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -7434,11 +7825,12 @@ "fields": { "name": "Mithral Armor (Breastplate)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "breastplate", @@ -7453,11 +7845,12 @@ "fields": { "name": "Mithral Armor (Chain-Mail)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "chain-mail", @@ -7472,11 +7865,12 @@ "fields": { "name": "Mithral Armor (Chain-Shirt)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "chain-shirt", @@ -7491,11 +7885,12 @@ "fields": { "name": "Mithral Armor (Half-Plate)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "half-plate", @@ -7510,11 +7905,12 @@ "fields": { "name": "Mithral Armor (Hide)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "hide", @@ -7529,11 +7925,12 @@ "fields": { "name": "Mithral Armor (Plate)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "plate", @@ -7548,11 +7945,12 @@ "fields": { "name": "Mithral Armor (Ring-Mail)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "ring-mail", @@ -7567,11 +7965,12 @@ "fields": { "name": "Mithral Armor (Scale-Mail)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "scale-mail", @@ -7586,11 +7985,12 @@ "fields": { "name": "Mithral Armor (Splint)", "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "splint", @@ -7605,11 +8005,12 @@ "fields": { "name": "Morningstar", "desc": "A morningstar", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "15.00", "weapon": "morningstar", "armor": null, @@ -7624,11 +8025,12 @@ "fields": { "name": "Morningstar (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "morningstar", "armor": null, @@ -7643,11 +8045,12 @@ "fields": { "name": "Morningstar (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "morningstar", "armor": null, @@ -7662,11 +8065,12 @@ "fields": { "name": "Morningstar (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "morningstar", "armor": null, @@ -7681,11 +8085,12 @@ "fields": { "name": "Navigator's tools", "desc": "This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -7700,11 +8105,12 @@ "fields": { "name": "Necklace of Adaptation", "desc": "While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as _cloudkill_ and _stinking cloud_ effects, inhaled poisons, and the breath weapons of some dragons).", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7719,11 +8125,12 @@ "fields": { "name": "Necklace of Fireballs", "desc": "This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level _fireball_ spell (save DC 15).\r\n\r\nYou can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the _fireball_ by 1 for each bead beyond the first.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7738,11 +8145,12 @@ "fields": { "name": "Necklace of Prayer Beads", "desc": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\r\n\r\nSix types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\r\n\r\n| d20 | Bead of... | Spell |\r\n|-------|--------------|-----------------------------------------------|\r\n| 1-6 | Blessing | Bless |\r\n| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration |\r\n| 13-16 | Favor | Greater restoration |\r\n| 17-18 | Smiting | Branding smite |\r\n| 19 | Summons | Planar ally |\r\n| 20 | Wind walking | Wind walk |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -7757,11 +8165,12 @@ "fields": { "name": "Net", "desc": "A net.\r\n\r\nA Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.\r\n\r\nWhen you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": "net", "armor": null, @@ -7776,11 +8185,12 @@ "fields": { "name": "Net (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "net", "armor": null, @@ -7795,11 +8205,12 @@ "fields": { "name": "Net (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "net", "armor": null, @@ -7814,11 +8225,12 @@ "fields": { "name": "Net (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "net", "armor": null, @@ -7833,11 +8245,12 @@ "fields": { "name": "Nine Lives Stealer (Greatsword)", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -7852,11 +8265,12 @@ "fields": { "name": "Nine Lives Stealer (Longsword)", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -7871,11 +8285,12 @@ "fields": { "name": "Nine Lives Stealer (Rapier)", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -7890,11 +8305,12 @@ "fields": { "name": "Nine Lives Stealer (Shortsword)", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -7909,11 +8325,12 @@ "fields": { "name": "Oathbow", "desc": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\n\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.\n\nWhile your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longbow", "armor": null, @@ -7928,11 +8345,12 @@ "fields": { "name": "Oil of Etherealness", "desc": "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the _etherealness_ spell for 1 hour.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -7947,11 +8365,12 @@ "fields": { "name": "Oil of Sharpness", "desc": "This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -7966,11 +8385,12 @@ "fields": { "name": "Oil of Slipperiness", "desc": "This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a _freedom of movement_ spell for 8 hours.\n\nAlternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the _grease_ spell in that area for 8 hours.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -7985,11 +8405,12 @@ "fields": { "name": "Oil of taggit", "desc": "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.\\n\\n **_Contact._** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "400.00", "weapon": null, "armor": null, @@ -8004,11 +8425,12 @@ "fields": { "name": "Orb", "desc": "Can be used as an Arcane Focus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "20.00", "weapon": null, "armor": null, @@ -8023,11 +8445,12 @@ "fields": { "name": "Orb of Dragonkind", "desc": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\\n\\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\\n\\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\\n\\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\\n\\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\\n\\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\\n\\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\\n\\n* 2 minor beneficial properties\\n* 1 minor detrimental property\\n* 1 major detrimental property\\n\\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\\n\\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\\n\\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\\n\\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8042,11 +8465,12 @@ "fields": { "name": "Ox", "desc": "One ox.", + "document": "srd", + "size": "large", "size_integer": 4, "weight": "1500.000", "armor_class": 10, "hit_points": 15, - "document": "srd", "cost": "15.00", "weapon": null, "armor": null, @@ -8061,11 +8485,12 @@ "fields": { "name": "Padded Armor", "desc": "Padded armor consists of quilted layers of cloth and batting.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": "padded", @@ -8080,11 +8505,12 @@ "fields": { "name": "Painter's Supplies", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -8099,11 +8525,12 @@ "fields": { "name": "Pale tincture", "desc": "A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. \\n\\n **_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "250.00", "weapon": null, "armor": null, @@ -8118,11 +8545,12 @@ "fields": { "name": "Pan flute", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "12.00", "weapon": null, "armor": null, @@ -8137,11 +8565,12 @@ "fields": { "name": "Paper (one sheet)", "desc": "A sheet of paper", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.20", "weapon": null, "armor": null, @@ -8156,11 +8585,12 @@ "fields": { "name": "Parchment (one sheet)", "desc": "A sheet of parchment", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": null, "armor": null, @@ -8175,11 +8605,12 @@ "fields": { "name": "Pearl of Power", "desc": "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8194,11 +8625,12 @@ "fields": { "name": "Perfume (vial)", "desc": "A vial of perfume.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -8213,11 +8645,12 @@ "fields": { "name": "Periapt of Health", "desc": "You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8232,11 +8665,12 @@ "fields": { "name": "Periapt of Proof against Poison", "desc": "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8251,11 +8685,12 @@ "fields": { "name": "Periapt of Wound Closure", "desc": "While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8270,11 +8705,12 @@ "fields": { "name": "Philter of Love", "desc": "The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8289,11 +8725,12 @@ "fields": { "name": "Pick, miner's", "desc": "A pick for mining.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -8308,11 +8745,12 @@ "fields": { "name": "Pig", "desc": "One pig.", + "document": "srd", + "size": "medium", "size_integer": 3, "weight": "400.000", "armor_class": 10, "hit_points": 4, - "document": "srd", "cost": "3.00", "weapon": null, "armor": null, @@ -8327,11 +8765,12 @@ "fields": { "name": "Pike", "desc": "A pike.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "18.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": "pike", "armor": null, @@ -8346,11 +8785,12 @@ "fields": { "name": "Pike (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "pike", "armor": null, @@ -8365,11 +8805,12 @@ "fields": { "name": "Pike (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "pike", "armor": null, @@ -8384,11 +8825,12 @@ "fields": { "name": "Pike (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "pike", "armor": null, @@ -8403,11 +8845,12 @@ "fields": { "name": "Pipes of Haunting", "desc": "You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8422,11 +8865,12 @@ "fields": { "name": "Pipes of the Sewers", "desc": "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.\r\n\r\nThe pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.\r\n\r\nWhenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8441,11 +8885,12 @@ "fields": { "name": "Piton", "desc": "A piton for climbing.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.250", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.05", "weapon": null, "armor": null, @@ -8460,11 +8905,12 @@ "fields": { "name": "Plate Armor", "desc": "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "65.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1500.00", "weapon": null, "armor": "plate", @@ -8479,11 +8925,12 @@ "fields": { "name": "Plate Armor of Etherealness", "desc": "While you're wearing this armor, you can speak its command word as an action to gain the effect of the _etherealness_ spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": "plate", @@ -8498,11 +8945,12 @@ "fields": { "name": "Playing card set", "desc": "This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-­‐‑Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -8517,11 +8965,12 @@ "fields": { "name": "Poison, Basic", "desc": "You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "100.00", "weapon": null, "armor": null, @@ -8536,11 +8985,12 @@ "fields": { "name": "Poisoner's kit", "desc": "A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": null, @@ -8555,11 +9005,12 @@ "fields": { "name": "Pole (10-foot)", "desc": "A 10 foot pole.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "7.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.05", "weapon": null, "armor": null, @@ -8574,11 +9025,12 @@ "fields": { "name": "Portable Hole", "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\r\n\r\nYou can use an action to unfold a _portable hole_ and place it on or against a solid surface, whereupon the _portable hole_ creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open _portable hole_ can exit the hole by climbing out of it.\r\n\r\nYou can use an action to close a _portable hole_ by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.\r\n\r\nIf the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the _portable hole_ or the creature carrying it. A breathing creature within a closed _portable hole_ can survive for up to 10 minutes, after which time it begins to suffocate.\r\n\r\nPlacing a _portable hole_ inside an extradimensional space created by a _bag of holding_, _handy haversack_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8593,11 +9045,12 @@ "fields": { "name": "Pot, iron", "desc": "An iron pot. Capacity: 1 gallon liquid.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -8612,11 +9065,12 @@ "fields": { "name": "Potion of Animal Friendship", "desc": "When you drink this potion, you can cast the _animal friendship_ spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8631,11 +9085,12 @@ "fields": { "name": "Potion of Clairvoyance", "desc": "When you drink this potion, you gain the effect of the _clairvoyance_ spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8650,11 +9105,12 @@ "fields": { "name": "Potion of Climbing", "desc": "When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8669,11 +9125,12 @@ "fields": { "name": "Potion of Cloud Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8688,11 +9145,12 @@ "fields": { "name": "Potion of Diminution", "desc": "When you drink this potion, you gain the \"reduce\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8707,11 +9165,12 @@ "fields": { "name": "Potion of Fire Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8726,11 +9185,12 @@ "fields": { "name": "Potion of Flying", "desc": "When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8745,11 +9205,12 @@ "fields": { "name": "Potion of Frost Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8764,11 +9225,12 @@ "fields": { "name": "Potion of Gaseous Form", "desc": "When you drink this potion, you gain the effect of the _gaseous form_ spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8783,11 +9245,12 @@ "fields": { "name": "Potion of Greater Healing", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8802,11 +9265,12 @@ "fields": { "name": "Potion of Growth", "desc": "When you drink this potion, you gain the \"enlarge\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8821,11 +9285,12 @@ "fields": { "name": "Potion of Healing", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": null, @@ -8840,11 +9305,12 @@ "fields": { "name": "Potion of Heroism", "desc": "For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the _bless_ spell (no concentration required). This blue potion bubbles and steams as if boiling.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8859,11 +9325,12 @@ "fields": { "name": "Potion of Hill Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8878,11 +9345,12 @@ "fields": { "name": "Potion of Invisibility", "desc": "This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8897,11 +9365,12 @@ "fields": { "name": "Potion of Mind Reading", "desc": "When you drink this potion, you gain the effect of the _detect thoughts_ spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8916,11 +9385,12 @@ "fields": { "name": "Potion of Poison", "desc": "This concoction looks, smells, and tastes like a _potion of healing_ or other beneficial potion. However, it is actually poison masked by illusion magic. An _identify_ spell reveals its true nature.\n\nIf you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8935,11 +9405,12 @@ "fields": { "name": "Potion of Resistance", "desc": "When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8954,11 +9425,12 @@ "fields": { "name": "Potion of Speed", "desc": "When you drink this potion, you gain the effect of the _haste_ spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -8973,11 +9445,12 @@ "fields": { "name": "Potion of Stone Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -8992,11 +9465,12 @@ "fields": { "name": "Potion of Storm Giant Strength", "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -9011,11 +9485,12 @@ "fields": { "name": "Potion of Superior Healing", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -9030,11 +9505,12 @@ "fields": { "name": "Potion of Supreme Healing", "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -9049,11 +9525,12 @@ "fields": { "name": "Potion of Water Breathing", "desc": "You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9068,11 +9545,12 @@ "fields": { "name": "Potter's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -9087,11 +9565,12 @@ "fields": { "name": "Pouch", "desc": "A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).\r\nCapacity: 1/5 cubic foot/6 pounds of gear.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -9106,11 +9585,12 @@ "fields": { "name": "Platinum Piece", "desc": "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -9125,11 +9605,12 @@ "fields": { "name": "Purple worm poison", "desc": "This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.\r\n\\n\\n\r\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2000.00", "weapon": null, "armor": null, @@ -9144,11 +9625,12 @@ "fields": { "name": "Quarterstaff (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "quarterstaff", "armor": null, @@ -9163,11 +9645,12 @@ "fields": { "name": "Quarterstaff (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "quarterstaff", "armor": null, @@ -9182,11 +9665,12 @@ "fields": { "name": "Quarterstaff (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "quarterstaff", "armor": null, @@ -9201,11 +9685,12 @@ "fields": { "name": "Quarterstaff", "desc": "A quarterstaff.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.20", "weapon": "quarterstaff", "armor": null, @@ -9220,11 +9705,12 @@ "fields": { "name": "Quiver", "desc": "A quiver can hold up to 20 arrows.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -9239,11 +9725,12 @@ "fields": { "name": "Ram, Portable", "desc": "You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "35.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "4.00", "weapon": null, "armor": null, @@ -9258,11 +9745,12 @@ "fields": { "name": "Rapier", "desc": "A rapier.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": "rapier", "armor": null, @@ -9277,11 +9765,12 @@ "fields": { "name": "Rapier (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -9296,11 +9785,12 @@ "fields": { "name": "Rapier (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -9315,11 +9805,12 @@ "fields": { "name": "Rapier (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -9334,11 +9825,12 @@ "fields": { "name": "Rations (1 day)", "desc": "Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -9353,11 +9845,12 @@ "fields": { "name": "Reliquary", "desc": "Can be used as a holy symbol.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -9372,11 +9865,12 @@ "fields": { "name": "Restorative Ointment", "desc": "This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.\r\n\r\nAs an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -9391,11 +9885,12 @@ "fields": { "name": "Ring mail", "desc": "This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "40.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "30.00", "weapon": null, "armor": "ring-mail", @@ -9410,11 +9905,12 @@ "fields": { "name": "Ring of Animal Influence", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:\n\n* _Animal friendship_ (save DC 13)\n* _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower\n* _Speak with animals_", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9429,11 +9925,12 @@ "fields": { "name": "Ring of Djinni Summoning", "desc": "While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.\n\nWhile summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.\n\nAfter the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9448,11 +9945,12 @@ "fields": { "name": "Ring of Elemental Command", "desc": "This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.\n\nWhile wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.\n\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\n\n**_Ring of Air Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.\n\nIf you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to lightning damage.\n* You have a flying speed equal to your walking speed and can hover.\n* You can cast the following spells from the ring, expending the necessary number of charges: _chain lightning_ (3 charges), _gust of wind_ (2 charges), or _wind wall_ (1 charge).\n\n**_Ring of Earth Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.\n\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to acid damage.\n* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.\n* You can cast the following spells from the ring, expending the necessary number of charges: _stone shape_ (2 charges), _stoneskin_ (3 charges), or _wall of stone_ (3 charges).\n\n**_Ring of Fire Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.\n\nIf you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You are immune to fire damage.\n* You can cast the following spells from the ring, expending the necessary number of charges: _burning hands_ (1 charge), _fireball_ (2 charges), and _wall of fire_ (3 charges).\n\n**_Ring of Water Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.\n\nIf you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You can breathe underwater and have a swimming speed equal to your walking speed.\n* You can cast the following spells from the ring, expending the necessary number of charges: _create or destroy water_ (1 charge), _control water_ (3 charges), _ice storm_ (2 charges), or _wall of ice_ (3 charges).", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9467,11 +9965,12 @@ "fields": { "name": "Ring of Evasion", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9486,11 +9985,12 @@ "fields": { "name": "Ring of Feather Falling", "desc": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9505,11 +10005,12 @@ "fields": { "name": "Ring of Free Action", "desc": "While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9524,11 +10025,12 @@ "fields": { "name": "Ring of Invisibility", "desc": "While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9543,11 +10045,12 @@ "fields": { "name": "Ring of Jumping", "desc": "While wearing this ring, you can cast the _jump_ spell from it as a bonus action at will, but can target only yourself when you do so.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9562,11 +10065,12 @@ "fields": { "name": "Ring of Mind Shielding", "desc": "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.\n\nYou can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.\n\nIf you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9581,11 +10085,12 @@ "fields": { "name": "Ring of Protection", "desc": "You gain a +1 bonus to AC and saving throws while wearing this ring.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9600,11 +10105,12 @@ "fields": { "name": "Ring of Regeneration", "desc": "While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9619,11 +10125,12 @@ "fields": { "name": "Ring of Resistance", "desc": "You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.\n\n| d10 | Damage Type | Gem |\n|-----|-------------|------------|\n| 1 | Acid | Pearl |\n| 2 | Cold | Tourmaline |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Jet |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Jade |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9638,11 +10145,12 @@ "fields": { "name": "Ring of Shooting Stars", "desc": "While wearing this ring in dim light or darkness, you can cast _dancing lights_ and _light_ from the ring at will. Casting either spell from the ring requires an action.\n\nThe ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.\n\n**_Faerie Fire_**. You can expend 1 charge as an action to cast _faerie fire_ from the ring.\n\n**_Ball Lightning_**. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.\n\nEach sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.\n\nAs a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.\n\n| Spheres | Lightning Damage |\n|---------|------------------|\n| 4 | 2d4 |\n| 3 | 2d6 |\n| 2 | 5d4 |\n| 1 | 4d12 |\n\n**_Shooting Stars_**. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9657,11 +10165,12 @@ "fields": { "name": "Ring of Spell Storing", "desc": "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9676,11 +10185,12 @@ "fields": { "name": "Ring of Spell Turning", "desc": "While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9695,11 +10205,12 @@ "fields": { "name": "Ring of Swimming", "desc": "You have a swimming speed of 40 feet while wearing this ring.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9714,11 +10225,12 @@ "fields": { "name": "Ring of Telekinesis", "desc": "While wearing this ring, you can cast the _telekinesis_ spell at will, but you can target only objects that aren't being worn or carried.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9733,11 +10245,12 @@ "fields": { "name": "Ring of the Ram", "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.\n\nAlternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9752,11 +10265,12 @@ "fields": { "name": "Ring of Three Wishes", "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the _wish_ spell from it. The ring becomes nonmagical when you use the last charge.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9771,11 +10285,12 @@ "fields": { "name": "Ring of Warmth", "desc": "While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9790,11 +10305,12 @@ "fields": { "name": "Ring of Water Walking", "desc": "While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9809,11 +10325,12 @@ "fields": { "name": "Ring of X-ray Vision", "desc": "While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\n\nWhenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9828,11 +10345,12 @@ "fields": { "name": "Robe of Eyes", "desc": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\r\n\r\n* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.\r\n* You have darkvision out to a range of 120 feet.\r\n* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.\r\n\r\nThe eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.\r\n\r\nA _light_ spell cast on the robe or a _daylight_ spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for _light_ or DC 15 for _daylight_), ending the blindness on a success.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -9847,11 +10365,12 @@ "fields": { "name": "Robe of Scintillating Colors", "desc": "This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -9866,11 +10385,12 @@ "fields": { "name": "Robe of Stars", "desc": "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\r\n\r\nSix stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast _magic missile_ as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.\r\n\r\nWhile you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -9885,11 +10405,12 @@ "fields": { "name": "Robe of the Archmagi", "desc": "This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a _robe of the archmagi_ that doesn't correspond to your alignment.\r\n\r\nYou gain these benefits while wearing the robe:\r\n\r\n* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\r\n* You have advantage on saving throws against spells and other magical effects.\r\n* Your spell save DC and spell attack bonus each increase by 2.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -9904,11 +10425,12 @@ "fields": { "name": "Robe of Useful Items", "desc": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\r\n\r\nThe robe has two of each of the following patches:\r\n\r\n* Dagger\r\n* Bullseye lantern (filled and lit)\r\n* Steel mirror\r\n* 10-foot pole\r\n* Hempen rope (50 feet, coiled)\r\n* Sack\r\n\r\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.\r\n\r\n| d100 | Patch |\r\n|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-08 | Bag of 100 gp |\r\n| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |\r\n| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |\r\n| 23-30 | 10 gems worth 100 gp each |\r\n| 31-44 | Wooden ladder (24 feet long) |\r\n| 45-51 | A riding horse with saddle bags |\r\n| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |\r\n| 60-68 | 4 potions of healing |\r\n| 69-75 | Rowboat (12 feet long) |\r\n| 76-83 | Spell scroll containing one spell of 1st to 3rd level |\r\n| 84-90 | 2 mastiffs |\r\n| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |\r\n| 97-100 | Portable ram |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -9923,11 +10445,12 @@ "fields": { "name": "Robes", "desc": "Robes, for wearing.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -9942,11 +10465,12 @@ "fields": { "name": "Rod", "desc": "Can be used as an arcane focus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -9961,11 +10485,12 @@ "fields": { "name": "Rod of Absorption", "desc": "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\n\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9980,11 +10505,12 @@ "fields": { "name": "Rod of Alertness", "desc": "This rod has a flanged head and the following properties.\n\n**_Alertness_**. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.\n\n**_Spells_**. While holding the rod, you can use an action to cast one of the following spells from it: _detect evil and good_, _detect magic_, _detect poison and disease_, or _see invisibility._\n\n**_Protective Aura_**. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.\n\nThe rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -9999,11 +10525,12 @@ "fields": { "name": "Rod of Lordly Might", "desc": "This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\n\n**_Six Buttons_**. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.\n\nIf you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head.\n\nIf you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\n\nIf you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n\nIf you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\n\n**_Drain Life_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.\n\n**_Paralyze_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.\n\n**_Terrify_**. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -10018,11 +10545,12 @@ "fields": { "name": "Rod of Rulership", "desc": "You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -10037,11 +10565,12 @@ "fields": { "name": "Rod of Security", "desc": "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\n\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\n\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -10056,11 +10585,12 @@ "fields": { "name": "Rope, hempen (50 feet)", "desc": "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 2, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -10075,11 +10605,12 @@ "fields": { "name": "Rope of Climbing", "desc": "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\r\n\r\nIf you tell the rope to knot, large knots appear at 1* foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -10094,11 +10625,12 @@ "fields": { "name": "Rope of Entanglement", "desc": "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.\r\n\r\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -10113,11 +10645,12 @@ "fields": { "name": "Rope, silk (50 feet)", "desc": "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -10132,11 +10665,12 @@ "fields": { "name": "Rowboat", "desc": "Waterborne vehicle. Speed 1.5mph", + "document": "srd", + "size": "large", "size_integer": 4, "weight": "100.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": null, @@ -10151,11 +10685,12 @@ "fields": { "name": "Sack", "desc": "A sack. Capacity: 1 cubic foot/30 pounds of gear.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.01", "weapon": null, "armor": null, @@ -10170,11 +10705,12 @@ "fields": { "name": "Sailing Ship", "desc": "Waterborne vehicle. Speed 2mph", + "document": "srd", + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10000.00", "weapon": null, "armor": null, @@ -10189,11 +10725,12 @@ "fields": { "name": "Scale mail", "desc": "This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "45.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": "scale-mail", @@ -10208,11 +10745,12 @@ "fields": { "name": "Scale, Merchant's", "desc": "A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -10227,11 +10765,12 @@ "fields": { "name": "Scarab of Protection", "desc": "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\r\n\r\n* You have advantage on saving throws against spells.\r\n* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -10246,11 +10785,12 @@ "fields": { "name": "Scimitar", "desc": "A scimitar.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": "scimitar", "armor": null, @@ -10265,11 +10805,12 @@ "fields": { "name": "Scimitar (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "scimitar", "armor": null, @@ -10284,11 +10825,12 @@ "fields": { "name": "Scimitar (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "scimitar", "armor": null, @@ -10303,11 +10845,12 @@ "fields": { "name": "Scimitar (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "scimitar", "armor": null, @@ -10322,11 +10865,12 @@ "fields": { "name": "Scimitar of Speed", "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "scimitar", "armor": null, @@ -10341,11 +10885,12 @@ "fields": { "name": "Sealing wax", "desc": "For sealing written letters.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -10360,11 +10905,12 @@ "fields": { "name": "Serpent venom", "desc": "This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.\r\n\\n\\n\r\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "200.00", "weapon": null, "armor": null, @@ -10379,11 +10925,12 @@ "fields": { "name": "Shawm", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -10398,11 +10945,12 @@ "fields": { "name": "Sheep", "desc": "One sheep.", + "document": "srd", + "size": "medium", "size_integer": 3, "weight": "75.000", "armor_class": 10, "hit_points": 4, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -10417,11 +10965,12 @@ "fields": { "name": "Shield", "desc": "A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -10436,11 +10985,12 @@ "fields": { "name": "Shield of Missile Attraction", "desc": "While holding this shield, you have resistance to damage from ranged weapon attacks.\n\n**_Curse_**. This shield is cursed. Attuning to it curses you until you are targeted by the _remove curse_ spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -10455,11 +11005,12 @@ "fields": { "name": "Shortbow", "desc": "A shortbow", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": "shortbow", "armor": null, @@ -10474,11 +11025,12 @@ "fields": { "name": "Shortbow (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortbow", "armor": null, @@ -10493,11 +11045,12 @@ "fields": { "name": "Shortbow (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortbow", "armor": null, @@ -10512,11 +11065,12 @@ "fields": { "name": "Shortbow (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortbow", "armor": null, @@ -10531,11 +11085,12 @@ "fields": { "name": "Shortsword", "desc": "A short sword.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": "shortsword", "armor": null, @@ -10550,11 +11105,12 @@ "fields": { "name": "Shortsword (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -10569,11 +11125,12 @@ "fields": { "name": "Shortsword (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -10588,11 +11145,12 @@ "fields": { "name": "Shortsword (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -10607,11 +11165,12 @@ "fields": { "name": "Shovel", "desc": "A shovel.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -10626,11 +11185,12 @@ "fields": { "name": "Sickle", "desc": "A sickle.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": "sickle", "armor": null, @@ -10645,11 +11205,12 @@ "fields": { "name": "Sickle (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "sickle", "armor": null, @@ -10664,11 +11225,12 @@ "fields": { "name": "Sickle (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "sickle", "armor": null, @@ -10683,11 +11245,12 @@ "fields": { "name": "Sickle (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "sickle", "armor": null, @@ -10702,11 +11265,12 @@ "fields": { "name": "Signal whistle", "desc": "For signalling.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.05", "weapon": null, "armor": null, @@ -10721,11 +11285,12 @@ "fields": { "name": "Signet Ring", "desc": "A ring with a signet on it.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": null, "armor": null, @@ -10740,11 +11305,12 @@ "fields": { "name": "Sled", "desc": "Drawn vehicle", + "document": "srd", + "size": "large", "size_integer": 4, "weight": "300.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "20.00", "weapon": null, "armor": null, @@ -10759,11 +11325,12 @@ "fields": { "name": "Sling", "desc": "A sling.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": "sling", "armor": null, @@ -10778,11 +11345,12 @@ "fields": { "name": "Sling (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "sling", "armor": null, @@ -10797,11 +11365,12 @@ "fields": { "name": "Sling (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "sling", "armor": null, @@ -10816,11 +11385,12 @@ "fields": { "name": "Sling (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "sling", "armor": null, @@ -10835,11 +11405,12 @@ "fields": { "name": "Sling bullets", "desc": "Technically their cost is 20 for 4cp.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.075", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.01", "weapon": null, "armor": null, @@ -10854,11 +11425,12 @@ "fields": { "name": "Slippers of Spider Climbing", "desc": "While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -10873,11 +11445,12 @@ "fields": { "name": "Smith's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "20.00", "weapon": null, "armor": null, @@ -10892,11 +11465,12 @@ "fields": { "name": "Soap", "desc": "For cleaning.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.02", "weapon": null, "armor": null, @@ -10911,11 +11485,12 @@ "fields": { "name": "Sovereign Glue", "desc": "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces.\r\n\r\nOne ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -10930,11 +11505,12 @@ "fields": { "name": "Silver Piece", "desc": "One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": null, "armor": null, @@ -10949,11 +11525,12 @@ "fields": { "name": "Spear", "desc": "A spear.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": "spear", "armor": null, @@ -10968,11 +11545,12 @@ "fields": { "name": "Spear (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "spear", "armor": null, @@ -10987,11 +11565,12 @@ "fields": { "name": "Spear (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "spear", "armor": null, @@ -11006,11 +11585,12 @@ "fields": { "name": "Spear (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "spear", "armor": null, @@ -11025,11 +11605,12 @@ "fields": { "name": "Spell Scroll (1st Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11044,11 +11625,12 @@ "fields": { "name": "Spell Scroll (2nd Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11063,11 +11645,12 @@ "fields": { "name": "Spell Scroll (3rd Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11082,11 +11665,12 @@ "fields": { "name": "Spell Scroll (4th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11101,11 +11685,12 @@ "fields": { "name": "Spell Scroll (5th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11120,11 +11705,12 @@ "fields": { "name": "Spell Scroll (6th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11139,11 +11725,12 @@ "fields": { "name": "Spell Scroll (7th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11158,11 +11745,12 @@ "fields": { "name": "Spell Scroll (8th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11177,11 +11765,12 @@ "fields": { "name": "Spell Scroll (9th Level)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11196,11 +11785,12 @@ "fields": { "name": "Spell Scroll (Cantrip)", "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11215,11 +11805,12 @@ "fields": { "name": "Spellbook", "desc": "Essential for wizards, a spellbook is a leather-­‐‑bound tome with 100 blank vellum pages suitable for recording spells.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": null, @@ -11234,11 +11825,12 @@ "fields": { "name": "Spellguard Shield", "desc": "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11253,11 +11845,12 @@ "fields": { "name": "Sphere of Annihilation", "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\r\n\r\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\r\n\r\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\r\n\r\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\r\n\r\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\r\n\r\n| d100 | Result |\r\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-50 | The sphere is destroyed. |\r\n| 51-85 | The sphere moves through the portal or into the extradimensional space. |\r\n| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11272,11 +11865,12 @@ "fields": { "name": "Spike, iron", "desc": "An iron spike.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.10", "weapon": null, "armor": null, @@ -11291,11 +11885,12 @@ "fields": { "name": "Splint Armor", "desc": "This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "60.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "200.00", "weapon": null, "armor": "splint", @@ -11310,11 +11905,12 @@ "fields": { "name": "Sprig of mistletoe", "desc": "A sprig of mistletoe that can be used as a druidic focus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -11329,11 +11925,12 @@ "fields": { "name": "Spyglass", "desc": "Objects viewed through a spyglass are magnified to twice their size.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1000.00", "weapon": null, "armor": null, @@ -11348,11 +11945,12 @@ "fields": { "name": "Staff", "desc": "Can be used as an arcane focus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": "quarterstaff", "armor": null, @@ -11367,11 +11965,12 @@ "fields": { "name": "Staff of Charming", "desc": "While holding this staff, you can use an action to expend 1 of its 10 charges to cast _charm person_, _command_, _or comprehend languages_ from it using your spell save DC. The staff can also be used as a magic quarterstaff.\n\nIf you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\n\nThe staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11386,11 +11985,12 @@ "fields": { "name": "Staff of Fire", "desc": "You have resistance to fire damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _burning hands_ (1 charge), _fireball_ (3 charges), or _wall of fire_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11405,11 +12005,12 @@ "fields": { "name": "Staff of Frost", "desc": "You have resistance to cold damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _cone of cold_ (5 charges), _fog cloud_ (1 charge), _ice storm_ (4 charges), or _wall of ice_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11424,11 +12025,12 @@ "fields": { "name": "Staff of Healing", "desc": "This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th), _lesser restoration_ (2 charges), or _mass cure wounds_ (5 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11443,11 +12045,12 @@ "fields": { "name": "Staff of Power", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\n\nThe staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.\n\n**_Power Strike_**. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.\n\n**_Spells_**. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: _cone of cold_ (5 charges), _fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges), _hold monster_ (5 charges), _levitate_ (2 charges), _lightning bolt_ (5th-level version, 5 charges), _magic missile_ (1 charge), _ray of enfeeblement_ (1 charge), or _wall of force_ (5 charges).\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11462,11 +12065,12 @@ "fields": { "name": "Staff of Striking", "desc": "This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\n\nThe staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11481,11 +12085,12 @@ "fields": { "name": "Staff of Swarming Insects", "desc": "This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: _giant insect_ (4 charges) or _insect plague_ (5 charges).\n\n**_Insect Cloud_**. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11500,11 +12105,12 @@ "fields": { "name": "Staff of the Magi", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\n\nThe staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.\n\n**_Spell Absorption_**. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: _conjure elemental_ (7 charges), _dispel magic_ (3 charges), _fireball_ (7th-level version, 7 charges), _flaming sphere_ (2 charges), _ice storm_ (4 charges), _invisibility_ (2 charges), _knock_ (2 charges), _lightning bolt_ (7th-level version, 7 charges), _passwall_ (5 charges), _plane shift_ (7 charges), _telekinesis_ (5 charges), _wall of fire_ (4 charges), or _web_ (2 charges).\n\nYou can also use an action to cast one of the following spells from the staff without using any charges: _arcane lock_, _detect magic_, _enlarge/reduce_, _light_, _mage hand_, or _protection from evil and good._\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11519,11 +12125,12 @@ "fields": { "name": "Staff of the Python", "desc": "You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\n\nOn your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11538,11 +12145,12 @@ "fields": { "name": "Staff of the Woodlands", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\nThe staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.\n\n**_Spells_**. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).\n\nYou can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\nThe tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11557,11 +12165,12 @@ "fields": { "name": "Staff of Thunder and Lightning", "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.\n\n**_Lightning_**. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.\n\n**_Thunder_**. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.\n\n**_Lightning Strike_**. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**_Thunderclap_**. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.\n\n**_Thunder and Lightning_**. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11576,11 +12185,12 @@ "fields": { "name": "Staff of Withering", "desc": "This staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -11595,11 +12205,12 @@ "fields": { "name": "Stone of Controlling Earth Elementals", "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11614,11 +12225,12 @@ "fields": { "name": "Stone of Good Luck (Luckstone)", "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11633,11 +12245,12 @@ "fields": { "name": "Studded Leather Armor", "desc": "Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "13.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "45.00", "weapon": null, "armor": "studded-leather", @@ -11652,11 +12265,12 @@ "fields": { "name": "Sun Blade", "desc": "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the _sun blade_.\n\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\n\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -11671,11 +12285,12 @@ "fields": { "name": "Sword of Life Stealing (Greatsword)", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -11690,11 +12305,12 @@ "fields": { "name": "Sword of Life Stealing (Longsword)", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -11709,11 +12325,12 @@ "fields": { "name": "Sword of Life Stealing (Rapier)", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -11728,11 +12345,12 @@ "fields": { "name": "Sword of Life Stealing (Shortsword)", "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -11747,11 +12365,12 @@ "fields": { "name": "Sword of Sharpness (Greatsword)", "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -11766,11 +12385,12 @@ "fields": { "name": "Sword of Sharpness (Longsword)", "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -11785,11 +12405,12 @@ "fields": { "name": "Sword of Sharpness (Scimitar)", "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "scimitar", "armor": null, @@ -11804,11 +12425,12 @@ "fields": { "name": "Sword of Sharpness (Shortsword)", "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -11823,11 +12445,12 @@ "fields": { "name": "Sword of Wounding (Greatsword)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -11842,11 +12465,12 @@ "fields": { "name": "Sword of Wounding (Longsword)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -11861,11 +12485,12 @@ "fields": { "name": "Sword of Wounding (Rapier)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -11880,11 +12505,12 @@ "fields": { "name": "Sword of Wounding (Shortsword)", "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -11899,11 +12525,12 @@ "fields": { "name": "Talisman of Pure Good", "desc": "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11918,11 +12545,12 @@ "fields": { "name": "Talisman of the Sphere", "desc": "When you make an Intelligence (Arcana) check to control a _sphere of annihilation_ while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _sphere of annihilation_, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11937,11 +12565,12 @@ "fields": { "name": "Talisman of Ultimate Evil", "desc": "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -11956,11 +12585,12 @@ "fields": { "name": "Tent", "desc": "A simple and portable canvas shelter, a tent sleeps two.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "20.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": null, "armor": null, @@ -11975,11 +12605,12 @@ "fields": { "name": "Thieves' tools", "desc": "This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-­‐‑bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25.00", "weapon": null, "armor": null, @@ -11994,11 +12625,12 @@ "fields": { "name": "Tinderbox", "desc": "This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.50", "weapon": null, "armor": null, @@ -12013,11 +12645,12 @@ "fields": { "name": "Tinker's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "50.00", "weapon": null, "armor": null, @@ -12032,11 +12665,12 @@ "fields": { "name": "Tome of Clear Thought", "desc": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -12051,11 +12685,12 @@ "fields": { "name": "Tome of Leadership and Influence", "desc": "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -12070,11 +12705,12 @@ "fields": { "name": "Tome of Understanding", "desc": "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -12089,11 +12725,12 @@ "fields": { "name": "Torch", "desc": "A torch burns for 1 hour, providing bright light in a 20-­‐‑foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.01", "weapon": null, "armor": null, @@ -12108,11 +12745,12 @@ "fields": { "name": "Torpor", "desc": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.\r\n\\n\\n\r\n**_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "600.00", "weapon": null, "armor": null, @@ -12127,11 +12765,12 @@ "fields": { "name": "Totem", "desc": "Can be used as a druidic focus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -12146,11 +12785,12 @@ "fields": { "name": "Trident", "desc": "A trident.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": "trident", "armor": null, @@ -12165,11 +12805,12 @@ "fields": { "name": "Trident (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "trident", "armor": null, @@ -12184,11 +12825,12 @@ "fields": { "name": "Trident (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "trident", "armor": null, @@ -12203,11 +12845,12 @@ "fields": { "name": "Trident (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "trident", "armor": null, @@ -12222,11 +12865,12 @@ "fields": { "name": "Trident of Fish Command", "desc": "This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast _dominate beast_ (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "trident", "armor": null, @@ -12241,11 +12885,12 @@ "fields": { "name": "Truth serum", "desc": "A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.\r\n\\n\\n\r\n**_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "150.00", "weapon": null, "armor": null, @@ -12260,11 +12905,12 @@ "fields": { "name": "Universal Solvent", "desc": "This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including _sovereign glue._", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -12279,11 +12925,12 @@ "fields": { "name": "Vial", "desc": "For holding liquids. Capacity: 4 ounces liquid.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -12298,11 +12945,12 @@ "fields": { "name": "Vicious Weapon (Battleaxe)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "battleaxe", "armor": null, @@ -12317,11 +12965,12 @@ "fields": { "name": "Vicious Weapon (Blowgun)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "blowgun", "armor": null, @@ -12336,11 +12985,12 @@ "fields": { "name": "Vicious Weapon (Club)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "club", "armor": null, @@ -12355,11 +13005,12 @@ "fields": { "name": "Vicious Weapon (Crossbow-Hand)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-hand", "armor": null, @@ -12374,11 +13025,12 @@ "fields": { "name": "Vicious Weapon (Crossbow-Heavy)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-heavy", "armor": null, @@ -12393,11 +13045,12 @@ "fields": { "name": "Vicious Weapon (Crossbow-Light)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "crossbow-light", "armor": null, @@ -12412,11 +13065,12 @@ "fields": { "name": "Vicious Weapon (Dagger)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "dagger", "armor": null, @@ -12431,11 +13085,12 @@ "fields": { "name": "Vicious Weapon (Dart)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "dart", "armor": null, @@ -12450,11 +13105,12 @@ "fields": { "name": "Vicious Weapon (Flail)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "flail", "armor": null, @@ -12469,11 +13125,12 @@ "fields": { "name": "Vicious Weapon (Glaive)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "glaive", "armor": null, @@ -12488,11 +13145,12 @@ "fields": { "name": "Vicious Weapon (Greataxe)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greataxe", "armor": null, @@ -12507,11 +13165,12 @@ "fields": { "name": "Vicious Weapon (Greatclub)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatclub", "armor": null, @@ -12526,11 +13185,12 @@ "fields": { "name": "Vicious Weapon (Greatsword)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -12545,11 +13205,12 @@ "fields": { "name": "Vicious Weapon (Halberd)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "halberd", "armor": null, @@ -12564,11 +13225,12 @@ "fields": { "name": "Vicious Weapon (Handaxe)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "handaxe", "armor": null, @@ -12583,11 +13245,12 @@ "fields": { "name": "Vicious Weapon (Javelin)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "javelin", "armor": null, @@ -12602,11 +13265,12 @@ "fields": { "name": "Vicious Weapon (Lance)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "lance", "armor": null, @@ -12621,11 +13285,12 @@ "fields": { "name": "Vicious Weapon (Light-Hammer)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "light-hammer", "armor": null, @@ -12640,11 +13305,12 @@ "fields": { "name": "Vicious Weapon (Longbow)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longbow", "armor": null, @@ -12659,11 +13325,12 @@ "fields": { "name": "Vicious Weapon (Longsword)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -12678,11 +13345,12 @@ "fields": { "name": "Vicious Weapon (Mace)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "mace", "armor": null, @@ -12697,11 +13365,12 @@ "fields": { "name": "Vicious Weapon (Maul)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "maul", "armor": null, @@ -12716,11 +13385,12 @@ "fields": { "name": "Vicious Weapon (Morningstar)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "morningstar", "armor": null, @@ -12735,11 +13405,12 @@ "fields": { "name": "Vicious Weapon (Net)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "net", "armor": null, @@ -12754,11 +13425,12 @@ "fields": { "name": "Vicious Weapon (Pike)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "pike", "armor": null, @@ -12773,11 +13445,12 @@ "fields": { "name": "Vicious Weapon (Quarterstaff)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "quarterstaff", "armor": null, @@ -12792,11 +13465,12 @@ "fields": { "name": "Vicious Weapon (Rapier)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "rapier", "armor": null, @@ -12811,11 +13485,12 @@ "fields": { "name": "Vicious Weapon (Scimitar)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "scimitar", "armor": null, @@ -12830,11 +13505,12 @@ "fields": { "name": "Vicious Weapon (Shortbow)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortbow", "armor": null, @@ -12849,11 +13525,12 @@ "fields": { "name": "Vicious Weapon (Shortsword)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -12868,11 +13545,12 @@ "fields": { "name": "Vicious Weapon (Sickle)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "sickle", "armor": null, @@ -12887,11 +13565,12 @@ "fields": { "name": "Vicious Weapon (Sling)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "sling", "armor": null, @@ -12906,11 +13585,12 @@ "fields": { "name": "Vicious Weapon (Spear)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "spear", "armor": null, @@ -12925,11 +13605,12 @@ "fields": { "name": "Vicious Weapon (Trident)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "trident", "armor": null, @@ -12944,11 +13625,12 @@ "fields": { "name": "Vicious Weapon (Warhammer)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "warhammer", "armor": null, @@ -12963,11 +13645,12 @@ "fields": { "name": "Vicious Weapon (War-Pick)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "warpick", "armor": null, @@ -12982,11 +13665,12 @@ "fields": { "name": "Vicious Weapon (Whip)", "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "whip", "armor": null, @@ -13001,11 +13685,12 @@ "fields": { "name": "Viol", "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "30.00", "weapon": null, "armor": null, @@ -13020,11 +13705,12 @@ "fields": { "name": "Vorpal Sword (Greatsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "greatsword", "armor": null, @@ -13039,11 +13725,12 @@ "fields": { "name": "Vorpal Sword (Longsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "longsword", "armor": null, @@ -13058,11 +13745,12 @@ "fields": { "name": "Vorpal Sword (Scimitar)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "scimitar", "armor": null, @@ -13077,11 +13765,12 @@ "fields": { "name": "Vorpal Sword (Shortsword)", "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "shortsword", "armor": null, @@ -13096,11 +13785,12 @@ "fields": { "name": "Wagon", "desc": "Drawn vehicle.", + "document": "srd", + "size": "large", "size_integer": 4, "weight": "400.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "35.00", "weapon": null, "armor": null, @@ -13115,11 +13805,12 @@ "fields": { "name": "Wand", "desc": "Can be used as an arcane focus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, @@ -13134,11 +13825,12 @@ "fields": { "name": "Wand of Binding", "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_Spells_**. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): _hold monster_ (5 charges) or _hold person_ (2 charges).\n\n**_Assisted Escape_**. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13153,11 +13845,12 @@ "fields": { "name": "Wand of Enemy Detection", "desc": "This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13172,11 +13865,12 @@ "fields": { "name": "Wand of Fear", "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_Command_**. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the _command_ spell (save DC 15).\n\n**_Cone of Fear_**. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13191,11 +13885,12 @@ "fields": { "name": "Wand of Fireballs", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _fireball_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13210,11 +13905,12 @@ "fields": { "name": "Wand of Lightning Bolts", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _lightning bolt_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13229,11 +13925,12 @@ "fields": { "name": "Wand of Magic Detection", "desc": "This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the _detect magic_ spell from it. The wand regains 1d3 expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13248,11 +13945,12 @@ "fields": { "name": "Wand of Magic Missiles", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _magic missile_ spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13267,11 +13965,12 @@ "fields": { "name": "Wand of Paralysis", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13286,11 +13985,12 @@ "fields": { "name": "Wand of Polymorph", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _polymorph_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13305,11 +14005,12 @@ "fields": { "name": "Wand of Secrets", "desc": "The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13324,11 +14025,12 @@ "fields": { "name": "Wand of the War Mage (+1)", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -13343,11 +14045,12 @@ "fields": { "name": "Wand of the War Mage (+2)", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -13362,11 +14065,12 @@ "fields": { "name": "Wand of the War Mage (+3)", "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -13381,11 +14085,12 @@ "fields": { "name": "Wand of Web", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _web_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13400,11 +14105,12 @@ "fields": { "name": "Wand of Wonder", "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.\n\nIf the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.\n\nIf an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.\n\n| d100 | Effect |\n|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-05 | You cast slow. 06-10 You cast faerie fire. |\n| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |\n| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |\n| 26-30 | You cast stinking cloud. |\n| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |\n| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. |\n| 37-46 | You cast lightning bolt. |\n| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |\n| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |\n| 54-58 | You cast darkness. |\n| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |\n| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |\n| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |\n| 70-79 | You cast fireball. |\n| 80-84 | You cast invisibility on yourself. |\n| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |\n| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |\n| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |\n| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |\n| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": null, "armor": null, @@ -13419,11 +14125,12 @@ "fields": { "name": "War pick", "desc": "A war pick.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": "warpick", "armor": null, @@ -13438,11 +14145,12 @@ "fields": { "name": "Warhammer", "desc": "A warhammer.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "15.00", "weapon": "warhammer", "armor": null, @@ -13457,11 +14165,12 @@ "fields": { "name": "Warhammer (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "warhammer", "armor": null, @@ -13476,11 +14185,12 @@ "fields": { "name": "Warhammer (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "warhammer", "armor": null, @@ -13495,11 +14205,12 @@ "fields": { "name": "Warhammer (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "warhammer", "armor": null, @@ -13514,11 +14225,12 @@ "fields": { "name": "War pick", "desc": "A war pick.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": "warpick", "armor": null, @@ -13533,11 +14245,12 @@ "fields": { "name": "War-Pick (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "warpick", "armor": null, @@ -13552,11 +14265,12 @@ "fields": { "name": "War-Pick (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "warpick", "armor": null, @@ -13571,11 +14285,12 @@ "fields": { "name": "War-Pick (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "warpick", "armor": null, @@ -13590,11 +14305,12 @@ "fields": { "name": "Warship", "desc": "Waterborne vehicle. Speed 2.5mph", + "document": "srd", + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "25000.00", "weapon": null, "armor": null, @@ -13609,11 +14325,12 @@ "fields": { "name": "Waterskin", "desc": "For drinking. 5lb is the full weight. Capacity: 4 pints liquid.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.20", "weapon": null, "armor": null, @@ -13628,11 +14345,12 @@ "fields": { "name": "Weaver's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -13647,11 +14365,12 @@ "fields": { "name": "Well of Many Worlds", "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\r\n\r\nYou can use an action to unfold and place the _well of many worlds_ on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once _well of many worlds_ has opened a portal, it can't do so again for 1d8 hours.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -13666,11 +14385,12 @@ "fields": { "name": "Whetstone", "desc": "For sharpening.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.01", "weapon": null, "armor": null, @@ -13685,11 +14405,12 @@ "fields": { "name": "Whip", "desc": "A whip.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "2.00", "weapon": "whip", "armor": null, @@ -13704,11 +14425,12 @@ "fields": { "name": "Whip (+1)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "whip", "armor": null, @@ -13723,11 +14445,12 @@ "fields": { "name": "Whip (+2)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "whip", "armor": null, @@ -13742,11 +14465,12 @@ "fields": { "name": "Whip (+3)", "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": null, "weapon": "whip", "armor": null, @@ -13761,11 +14485,12 @@ "fields": { "name": "Wind Fan", "desc": "While holding this fan, you can use an action to cast the _gust of wind_ spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -13780,11 +14505,12 @@ "fields": { "name": "Winged Boots", "desc": "While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\r\n\r\nThe boots regain 2 hours of flying capability for every 12 hours they aren't in use.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -13799,11 +14525,12 @@ "fields": { "name": "Wings of Flying", "desc": "While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.\r\n\r\n\r\n\r\n\r\n## Sentient Magic Items\r\n\r\nSome magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.\r\n\r\nMost sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.\r\n\r\nSentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "0.00", "weapon": null, "armor": null, @@ -13818,11 +14545,12 @@ "fields": { "name": "Woodcarver's tools", "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1.00", "weapon": null, "armor": null, @@ -13837,11 +14565,12 @@ "fields": { "name": "Wooden staff", "desc": "Can be used as a druidic focus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "5.00", "weapon": "quarterstaff", "armor": null, @@ -13856,11 +14585,12 @@ "fields": { "name": "Wyvern poison", "desc": "This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.\r\n\\n\\n\r\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "1200.00", "weapon": null, "armor": null, @@ -13875,11 +14605,12 @@ "fields": { "name": "Yew wand", "desc": "Can be used as a druidic focus.", + "document": "srd", + "size": "tiny", "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, - "document": "srd", "cost": "10.00", "weapon": null, "armor": null, From 67a0edf327f093ef5361d2d77c7d97043a33409c Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 14:39:20 -0500 Subject: [PATCH 12/36] Creature size data. --- .../v2/wizards-of-the-coast/srd/Creature.json | 420 +++++++++--------- scripts/data_manipulation/remapsize.py | 14 +- 2 files changed, 221 insertions(+), 213 deletions(-) diff --git a/data/v2/wizards-of-the-coast/srd/Creature.json b/data/v2/wizards-of-the-coast/srd/Creature.json index 5f4d209b..e861c152 100644 --- a/data/v2/wizards-of-the-coast/srd/Creature.json +++ b/data/v2/wizards-of-the-coast/srd/Creature.json @@ -36,7 +36,7 @@ "passive_perception": 20, "name": "Aboleth", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -83,7 +83,7 @@ "passive_perception": 21, "name": "Adult Black Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 19, @@ -130,7 +130,7 @@ "passive_perception": 22, "name": "Adult Blue Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 19, @@ -177,7 +177,7 @@ "passive_perception": 21, "name": "Adult Brass Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 18, @@ -224,7 +224,7 @@ "passive_perception": 22, "name": "Adult Bronze Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 19, @@ -271,7 +271,7 @@ "passive_perception": 22, "name": "Adult Copper Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 18, @@ -318,7 +318,7 @@ "passive_perception": 24, "name": "Adult Gold Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 19, @@ -365,7 +365,7 @@ "passive_perception": 22, "name": "Adult Green Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 19, @@ -412,7 +412,7 @@ "passive_perception": 23, "name": "Adult Red Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 19, @@ -459,7 +459,7 @@ "passive_perception": 21, "name": "Adult Silver Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 19, @@ -506,7 +506,7 @@ "passive_perception": 21, "name": "Adult White Dragon", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 18, @@ -553,7 +553,7 @@ "passive_perception": 10, "name": "Air Elemental", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 15, @@ -600,7 +600,7 @@ "passive_perception": 26, "name": "Ancient Black Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 22, @@ -647,7 +647,7 @@ "passive_perception": 27, "name": "Ancient Blue Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 22, @@ -694,7 +694,7 @@ "passive_perception": 24, "name": "Ancient Brass Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 20, @@ -741,7 +741,7 @@ "passive_perception": 27, "name": "Ancient Bronze Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 22, @@ -788,7 +788,7 @@ "passive_perception": 27, "name": "Ancient Copper Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 21, @@ -835,7 +835,7 @@ "passive_perception": 27, "name": "Ancient Gold Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 22, @@ -882,7 +882,7 @@ "passive_perception": 27, "name": "Ancient Green Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 21, @@ -929,7 +929,7 @@ "passive_perception": 26, "name": "Ancient Red Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 22, @@ -976,7 +976,7 @@ "passive_perception": 26, "name": "Ancient Silver Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 22, @@ -1023,7 +1023,7 @@ "passive_perception": 23, "name": "Ancient White Dragon", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 20, @@ -1070,7 +1070,7 @@ "passive_perception": 20, "name": "Androsphinx", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -1117,7 +1117,7 @@ "passive_perception": 6, "name": "Animated Armor", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 18, @@ -1164,7 +1164,7 @@ "passive_perception": 11, "name": "Ankheg", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 14, @@ -1211,7 +1211,7 @@ "passive_perception": 11, "name": "Azer", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -1258,7 +1258,7 @@ "passive_perception": 13, "name": "Balor", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 19, @@ -1305,7 +1305,7 @@ "passive_perception": 18, "name": "Barbed Devil", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -1352,7 +1352,7 @@ "passive_perception": 9, "name": "Basilisk", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -1399,7 +1399,7 @@ "passive_perception": 10, "name": "Bearded Devil", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 13, @@ -1446,7 +1446,7 @@ "passive_perception": 16, "name": "Behir", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 17, @@ -1493,7 +1493,7 @@ "passive_perception": 14, "name": "Black Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -1540,7 +1540,7 @@ "passive_perception": 8, "name": "Black Pudding", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 7, @@ -1587,7 +1587,7 @@ "passive_perception": 14, "name": "Blue Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -1634,7 +1634,7 @@ "passive_perception": 12, "name": "Bone Devil", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 19, @@ -1681,7 +1681,7 @@ "passive_perception": 14, "name": "Brass Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 16, @@ -1728,7 +1728,7 @@ "passive_perception": 14, "name": "Bronze Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -1775,7 +1775,7 @@ "passive_perception": 10, "name": "Bugbear", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 16, @@ -1822,7 +1822,7 @@ "passive_perception": 16, "name": "Bulette", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -1869,7 +1869,7 @@ "passive_perception": 9, "name": "Camel", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "600.000", "armor_class": 9, @@ -1916,7 +1916,7 @@ "passive_perception": 13, "name": "Centaur", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 12, @@ -1963,7 +1963,7 @@ "passive_perception": 11, "name": "Chain Devil", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 16, @@ -2010,7 +2010,7 @@ "passive_perception": 18, "name": "Chimera", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 14, @@ -2057,7 +2057,7 @@ "passive_perception": 14, "name": "Chuul", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 16, @@ -2104,7 +2104,7 @@ "passive_perception": 9, "name": "Clay Golem", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 14, @@ -2151,7 +2151,7 @@ "passive_perception": 11, "name": "Cloaker", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 14, @@ -2198,7 +2198,7 @@ "passive_perception": 17, "name": "Cloud Giant", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 14, @@ -2245,7 +2245,7 @@ "passive_perception": 11, "name": "Cockatrice", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 11, @@ -2292,7 +2292,7 @@ "passive_perception": 14, "name": "Copper Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 16, @@ -2339,7 +2339,7 @@ "passive_perception": 15, "name": "Couatl", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 19, @@ -2386,7 +2386,7 @@ "passive_perception": 10, "name": "Darkmantle", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 11, @@ -2433,7 +2433,7 @@ "passive_perception": 19, "name": "Deva", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -2480,7 +2480,7 @@ "passive_perception": 13, "name": "Djinni", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -2527,7 +2527,7 @@ "passive_perception": 10, "name": "Donkey", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 10, @@ -2574,7 +2574,7 @@ "passive_perception": 11, "name": "Doppelganger", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 14, @@ -2621,7 +2621,7 @@ "passive_perception": 10, "name": "Draft Horse", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 10, @@ -2668,7 +2668,7 @@ "passive_perception": 11, "name": "Dragon Turtle", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 20, @@ -2715,7 +2715,7 @@ "passive_perception": 9, "name": "Dretch", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 11, @@ -2762,7 +2762,7 @@ "passive_perception": 15, "name": "Drider", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 19, @@ -2809,7 +2809,7 @@ "passive_perception": 14, "name": "Dryad", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 11, @@ -2856,7 +2856,7 @@ "passive_perception": 10, "name": "Duergar", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 16, @@ -2903,7 +2903,7 @@ "passive_perception": 12, "name": "Dust Mephit", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 12, @@ -2950,7 +2950,7 @@ "passive_perception": 10, "name": "Earth Elemental", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -2997,7 +2997,7 @@ "passive_perception": 12, "name": "Efreeti", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -3044,7 +3044,7 @@ "passive_perception": 10, "name": "Elephant", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 12, @@ -3091,7 +3091,7 @@ "passive_perception": 12, "name": "Elf, Drow", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -3138,7 +3138,7 @@ "passive_perception": 12, "name": "Erinyes", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 18, @@ -3185,7 +3185,7 @@ "passive_perception": 13, "name": "Ettercap", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 13, @@ -3232,7 +3232,7 @@ "passive_perception": 14, "name": "Ettin", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 12, @@ -3279,7 +3279,7 @@ "passive_perception": 10, "name": "Fire Elemental", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 13, @@ -3326,7 +3326,7 @@ "passive_perception": 16, "name": "Fire Giant", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 18, @@ -3373,7 +3373,7 @@ "passive_perception": 10, "name": "Flesh Golem", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 9, @@ -3420,7 +3420,7 @@ "passive_perception": 7, "name": "Flying Sword", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 17, @@ -3467,7 +3467,7 @@ "passive_perception": 13, "name": "Frost Giant", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 15, @@ -3514,7 +3514,7 @@ "passive_perception": 10, "name": "Gargoyle", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -3561,7 +3561,7 @@ "passive_perception": 8, "name": "Gelatinous Cube", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 6, @@ -3608,7 +3608,7 @@ "passive_perception": 10, "name": "Ghast", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 13, @@ -3655,7 +3655,7 @@ "passive_perception": 11, "name": "Ghost", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 11, @@ -3702,7 +3702,7 @@ "passive_perception": 10, "name": "Ghoul", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 12, @@ -3749,7 +3749,7 @@ "passive_perception": 10, "name": "Gibbering Mouther", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 9, @@ -3796,7 +3796,7 @@ "passive_perception": 13, "name": "Glabrezu", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -3843,7 +3843,7 @@ "passive_perception": 10, "name": "Gnoll", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -3890,7 +3890,7 @@ "passive_perception": 12, "name": "Gnome, Deep (Svirfneblin)", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 15, @@ -3937,7 +3937,7 @@ "passive_perception": 9, "name": "Goblin", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 15, @@ -3984,7 +3984,7 @@ "passive_perception": 14, "name": "Gold Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -4031,7 +4031,7 @@ "passive_perception": 14, "name": "Gorgon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 19, @@ -4078,7 +4078,7 @@ "passive_perception": 8, "name": "Gray Ooze", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 8, @@ -4125,7 +4125,7 @@ "passive_perception": 14, "name": "Green Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -4172,7 +4172,7 @@ "passive_perception": 14, "name": "Green Hag", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -4219,7 +4219,7 @@ "passive_perception": 12, "name": "Grick", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 14, @@ -4266,7 +4266,7 @@ "passive_perception": 15, "name": "Griffon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 12, @@ -4313,7 +4313,7 @@ "passive_perception": 13, "name": "Grimlock", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 11, @@ -4360,7 +4360,7 @@ "passive_perception": 14, "name": "Guardian Naga", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -4407,7 +4407,7 @@ "passive_perception": 18, "name": "Gynosphinx", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -4454,7 +4454,7 @@ "passive_perception": 12, "name": "Half-Red Dragon Veteran", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 18, @@ -4501,7 +4501,7 @@ "passive_perception": 10, "name": "Harpy", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 11, @@ -4548,7 +4548,7 @@ "passive_perception": 15, "name": "Hell Hound", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -4595,7 +4595,7 @@ "passive_perception": 11, "name": "Hezrou", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 16, @@ -4642,7 +4642,7 @@ "passive_perception": 12, "name": "Hill Giant", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 13, @@ -4689,7 +4689,7 @@ "passive_perception": 15, "name": "Hippogriff", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 11, @@ -4736,7 +4736,7 @@ "passive_perception": 10, "name": "Hobgoblin", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 18, @@ -4783,7 +4783,7 @@ "passive_perception": 10, "name": "Homunculus", "document": "srd", - "size": null, + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 13, @@ -4830,7 +4830,7 @@ "passive_perception": 13, "name": "Horned Devil", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -4877,7 +4877,7 @@ "passive_perception": 16, "name": "Hydra", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 15, @@ -4924,7 +4924,7 @@ "passive_perception": 12, "name": "Ice Devil", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -4971,7 +4971,7 @@ "passive_perception": 12, "name": "Ice Mephit", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 11, @@ -5018,7 +5018,7 @@ "passive_perception": 11, "name": "Imp", "document": "srd", - "size": null, + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 13, @@ -5065,7 +5065,7 @@ "passive_perception": 18, "name": "Invisible Stalker", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 14, @@ -5112,7 +5112,7 @@ "passive_perception": 10, "name": "Iron Golem", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 20, @@ -5159,7 +5159,7 @@ "passive_perception": 8, "name": "Kobold", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 12, @@ -5206,7 +5206,7 @@ "passive_perception": 14, "name": "Kraken", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 18, @@ -5253,7 +5253,7 @@ "passive_perception": 12, "name": "Lamia", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 13, @@ -5300,7 +5300,7 @@ "passive_perception": 10, "name": "Lemure", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 7, @@ -5347,7 +5347,7 @@ "passive_perception": 19, "name": "Lich", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -5394,7 +5394,7 @@ "passive_perception": 13, "name": "Lizardfolk", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -5441,7 +5441,7 @@ "passive_perception": 10, "name": "Magma Mephit", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 11, @@ -5488,7 +5488,7 @@ "passive_perception": 10, "name": "Magmin", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 14, @@ -5535,7 +5535,7 @@ "passive_perception": 11, "name": "Manticore", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 14, @@ -5582,7 +5582,7 @@ "passive_perception": 13, "name": "Marilith", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -5629,7 +5629,7 @@ "passive_perception": 13, "name": "Mastiff", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 12, @@ -5676,7 +5676,7 @@ "passive_perception": 14, "name": "Medusa", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -5723,7 +5723,7 @@ "passive_perception": 12, "name": "Merfolk", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 11, @@ -5770,7 +5770,7 @@ "passive_perception": 10, "name": "Merrow", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 13, @@ -5817,7 +5817,7 @@ "passive_perception": 11, "name": "Mimic", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 12, @@ -5864,7 +5864,7 @@ "passive_perception": 17, "name": "Minotaur", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 14, @@ -5911,7 +5911,7 @@ "passive_perception": 9, "name": "Minotaur Skeleton", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 12, @@ -5958,7 +5958,7 @@ "passive_perception": 10, "name": "Mule", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 10, @@ -6005,7 +6005,7 @@ "passive_perception": 10, "name": "Mummy", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 11, @@ -6052,7 +6052,7 @@ "passive_perception": 14, "name": "Mummy Lord", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -6099,7 +6099,7 @@ "passive_perception": 11, "name": "Nalfeshnee", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -6146,7 +6146,7 @@ "passive_perception": 16, "name": "Night Hag", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -6193,7 +6193,7 @@ "passive_perception": 11, "name": "Nightmare", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 13, @@ -6240,7 +6240,7 @@ "passive_perception": 8, "name": "Ochre Jelly", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 8, @@ -6287,7 +6287,7 @@ "passive_perception": 8, "name": "Ogre", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 11, @@ -6334,7 +6334,7 @@ "passive_perception": 8, "name": "Ogre Zombie", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 8, @@ -6381,7 +6381,7 @@ "passive_perception": 14, "name": "Oni", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 16, @@ -6428,7 +6428,7 @@ "passive_perception": 10, "name": "Orc", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 13, @@ -6475,7 +6475,7 @@ "passive_perception": 11, "name": "Otyugh", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 14, @@ -6522,7 +6522,7 @@ "passive_perception": 13, "name": "Owlbear", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 13, @@ -6569,7 +6569,7 @@ "passive_perception": 16, "name": "Pegasus", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 12, @@ -6616,7 +6616,7 @@ "passive_perception": 14, "name": "Pit Fiend", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 19, @@ -6663,7 +6663,7 @@ "passive_perception": 21, "name": "Planetar", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 19, @@ -6710,7 +6710,7 @@ "passive_perception": 13, "name": "Plesiosaurus", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 13, @@ -6757,7 +6757,7 @@ "passive_perception": 10, "name": "Pony", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 10, @@ -6804,7 +6804,7 @@ "passive_perception": 13, "name": "Pseudodragon", "document": "srd", - "size": null, + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 13, @@ -6851,7 +6851,7 @@ "passive_perception": 9, "name": "Purple Worm", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 18, @@ -6898,7 +6898,7 @@ "passive_perception": 10, "name": "Quasit", "document": "srd", - "size": null, + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 13, @@ -6945,7 +6945,7 @@ "passive_perception": 13, "name": "Rakshasa", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 16, @@ -6992,7 +6992,7 @@ "passive_perception": 14, "name": "Red Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -7039,7 +7039,7 @@ "passive_perception": 10, "name": "Remorhaz", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 17, @@ -7086,7 +7086,7 @@ "passive_perception": 10, "name": "Riding Horse", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 10, @@ -7133,7 +7133,7 @@ "passive_perception": 14, "name": "Roc", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 15, @@ -7180,7 +7180,7 @@ "passive_perception": 16, "name": "Roper", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 20, @@ -7227,7 +7227,7 @@ "passive_perception": 6, "name": "Rug of Smothering", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 12, @@ -7274,7 +7274,7 @@ "passive_perception": 11, "name": "Rust Monster", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 14, @@ -7321,7 +7321,7 @@ "passive_perception": 15, "name": "Sahuagin", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 12, @@ -7368,7 +7368,7 @@ "passive_perception": 10, "name": "Salamander", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 15, @@ -7415,7 +7415,7 @@ "passive_perception": 12, "name": "Satyr", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 14, @@ -7462,7 +7462,7 @@ "passive_perception": 11, "name": "Sea Hag", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 14, @@ -7509,7 +7509,7 @@ "passive_perception": 10, "name": "Shadow", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 12, @@ -7556,7 +7556,7 @@ "passive_perception": 10, "name": "Shambling Mound", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 15, @@ -7603,7 +7603,7 @@ "passive_perception": 10, "name": "Shield Guardian", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -7650,7 +7650,7 @@ "passive_perception": 6, "name": "Shrieker", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 5, @@ -7697,7 +7697,7 @@ "passive_perception": 14, "name": "Silver Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 17, @@ -7744,7 +7744,7 @@ "passive_perception": 9, "name": "Skeleton", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 13, @@ -7791,7 +7791,7 @@ "passive_perception": 24, "name": "Solar", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 21, @@ -7838,7 +7838,7 @@ "passive_perception": 10, "name": "Specter", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 12, @@ -7885,7 +7885,7 @@ "passive_perception": 12, "name": "Spirit Naga", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 15, @@ -7932,7 +7932,7 @@ "passive_perception": 13, "name": "Sprite", "document": "srd", - "size": null, + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 15, @@ -7979,7 +7979,7 @@ "passive_perception": 10, "name": "Steam Mephit", "document": "srd", - "size": null, + "size": "small", "size_integer": 2, "weight": "0.000", "armor_class": 10, @@ -8026,7 +8026,7 @@ "passive_perception": 9, "name": "Stirge", "document": "srd", - "size": null, + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 14, @@ -8073,7 +8073,7 @@ "passive_perception": 14, "name": "Stone Giant", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 17, @@ -8120,7 +8120,7 @@ "passive_perception": 10, "name": "Stone Golem", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -8167,7 +8167,7 @@ "passive_perception": 19, "name": "Storm Giant", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 16, @@ -8214,7 +8214,7 @@ "passive_perception": 15, "name": "Succubus/Incubus", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -8261,7 +8261,7 @@ "passive_perception": 10, "name": "Tarrasque", "document": "srd", - "size": null, + "size": "gargantuan", "size_integer": 6, "weight": "0.000", "armor_class": 25, @@ -8308,7 +8308,7 @@ "passive_perception": 13, "name": "Treant", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 16, @@ -8355,7 +8355,7 @@ "passive_perception": 10, "name": "Triceratops", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 13, @@ -8402,7 +8402,7 @@ "passive_perception": 12, "name": "Troll", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 15, @@ -8449,7 +8449,7 @@ "passive_perception": 14, "name": "Tyrannosaurus Rex", "document": "srd", - "size": null, + "size": "huge", "size_integer": 5, "weight": "0.000", "armor_class": 13, @@ -8496,7 +8496,7 @@ "passive_perception": 13, "name": "Unicorn", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 12, @@ -8543,7 +8543,7 @@ "passive_perception": 17, "name": "Vampire", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 16, @@ -8590,7 +8590,7 @@ "passive_perception": 13, "name": "Vampire Spawn", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 15, @@ -8637,7 +8637,7 @@ "passive_perception": 6, "name": "Violet Fungus", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 5, @@ -8684,7 +8684,7 @@ "passive_perception": 11, "name": "Vrock", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 15, @@ -8731,7 +8731,7 @@ "passive_perception": 11, "name": "Warhorse", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 11, @@ -8778,7 +8778,7 @@ "passive_perception": 9, "name": "Warhorse Skeleton", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 13, @@ -8825,7 +8825,7 @@ "passive_perception": 10, "name": "Water Elemental", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 14, @@ -8872,7 +8872,7 @@ "passive_perception": 17, "name": "Werebear", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 10, @@ -8919,7 +8919,7 @@ "passive_perception": 12, "name": "Wereboar", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 10, @@ -8966,7 +8966,7 @@ "passive_perception": 12, "name": "Wererat", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 12, @@ -9013,7 +9013,7 @@ "passive_perception": 15, "name": "Weretiger", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 12, @@ -9060,7 +9060,7 @@ "passive_perception": 14, "name": "Werewolf", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 11, @@ -9107,7 +9107,7 @@ "passive_perception": 14, "name": "White Dragon Wyrmling", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 16, @@ -9154,7 +9154,7 @@ "passive_perception": 13, "name": "Wight", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 14, @@ -9201,7 +9201,7 @@ "passive_perception": 12, "name": "Will-o'-Wisp", "document": "srd", - "size": null, + "size": "tiny", "size_integer": 1, "weight": "0.000", "armor_class": 19, @@ -9248,7 +9248,7 @@ "passive_perception": 12, "name": "Wraith", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 13, @@ -9295,7 +9295,7 @@ "passive_perception": 14, "name": "Wyvern", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 13, @@ -9342,7 +9342,7 @@ "passive_perception": 16, "name": "Xorn", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 19, @@ -9389,7 +9389,7 @@ "passive_perception": 16, "name": "Young Black Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -9436,7 +9436,7 @@ "passive_perception": 19, "name": "Young Blue Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -9483,7 +9483,7 @@ "passive_perception": 16, "name": "Young Brass Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -9530,7 +9530,7 @@ "passive_perception": 17, "name": "Young Bronze Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -9577,7 +9577,7 @@ "passive_perception": 17, "name": "Young Copper Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -9624,7 +9624,7 @@ "passive_perception": 19, "name": "Young Gold Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -9671,7 +9671,7 @@ "passive_perception": 17, "name": "Young Green Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -9718,7 +9718,7 @@ "passive_perception": 18, "name": "Young Red Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -9765,7 +9765,7 @@ "passive_perception": 18, "name": "Young Silver Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 18, @@ -9812,7 +9812,7 @@ "passive_perception": 16, "name": "Young White Dragon", "document": "srd", - "size": null, + "size": "large", "size_integer": 4, "weight": "0.000", "armor_class": 17, @@ -9859,7 +9859,7 @@ "passive_perception": 8, "name": "Zombie", "document": "srd", - "size": null, + "size": "medium", "size_integer": 3, "weight": "0.000", "armor_class": 8, diff --git a/scripts/data_manipulation/remapsize.py b/scripts/data_manipulation/remapsize.py index 64f219a9..43cfd92f 100644 --- a/scripts/data_manipulation/remapsize.py +++ b/scripts/data_manipulation/remapsize.py @@ -5,7 +5,7 @@ #$ python manage.py shell -c 'from scripts.data_manipulation.spell import casting_option_generate; casting_option_generate()' def remapsize(): - print("REMAPPING SIZE FOR ITEMS") + """print("REMAPPING SIZE FOR ITEMS") for item in v2.Item.objects.all(): for size in v2.Size.objects.all(): if item.size_integer == size.rank: @@ -13,6 +13,14 @@ def remapsize(): print("key:{} size_int:{} mapped_size:{}".format(item.key, item.size_integer, mapped_size.name)) item.size = mapped_size item.save() + """ - - print("REMAPPING SIZE FOR CREATURES") \ No newline at end of file + print("REMAPPING SIZE FOR CREATURES") + for creature in v2.Creature.objects.all(): + for size in v2.Size.objects.all(): + if creature.size_integer==size.rank: + mapped_size=size + creature.size=mapped_size + creature.save() + + print("key:{} size_int:{} mapped_size:{}".format(creature.key, creature.size_integer, mapped_size.name)) \ No newline at end of file From 1b2efc0f296c1767a1ca25469a3dd3a44caf06de Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 14:41:46 -0500 Subject: [PATCH 13/36] Remvoing the deprecated field. --- api_v2/migrations/0056_auto_20240314_1940.py | 21 + api_v2/models/object.py | 9 - api_v2/serializers/creature.py | 2 +- api_v2/views/creature.py | 2 +- data/v2/kobold-press/vault-of-magic/Item.json | 1063 ----------------- .../v2/wizards-of-the-coast/srd/Creature.json | 210 ---- data/v2/wizards-of-the-coast/srd/Item.json | 731 ------------ 7 files changed, 23 insertions(+), 2015 deletions(-) create mode 100644 api_v2/migrations/0056_auto_20240314_1940.py diff --git a/api_v2/migrations/0056_auto_20240314_1940.py b/api_v2/migrations/0056_auto_20240314_1940.py new file mode 100644 index 00000000..8b396818 --- /dev/null +++ b/api_v2/migrations/0056_auto_20240314_1940.py @@ -0,0 +1,21 @@ +# Generated by Django 3.2.20 on 2024-03-14 19:40 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0055_auto_20240314_1921'), + ] + + operations = [ + migrations.RemoveField( + model_name='creature', + name='size_integer', + ), + migrations.RemoveField( + model_name='item', + name='size_integer', + ), + ] diff --git a/api_v2/models/object.py b/api_v2/models/object.py index bd3edbe4..36f98ee6 100644 --- a/api_v2/models/object.py +++ b/api_v2/models/object.py @@ -21,15 +21,6 @@ class Object(HasName): null=True, on_delete=models.CASCADE) - size_integer = models.IntegerField( - default=1, - null=False, # Allow an unspecified size. - choices=OBJECT_SIZE_CHOICES, - validators=[ - MinValueValidator(1), - MaxValueValidator(6)], - help_text='Integer representing the size of the object.') - weight = models.DecimalField( default=0, null=False, # Allow an unspecified weight. diff --git a/api_v2/serializers/creature.py b/api_v2/serializers/creature.py index a28ad929..3ef8ea07 100644 --- a/api_v2/serializers/creature.py +++ b/api_v2/serializers/creature.py @@ -112,7 +112,7 @@ class Meta: 'key', 'name', 'category', - 'size_integer', + 'size', 'type', 'alignment', 'weight', diff --git a/api_v2/views/creature.py b/api_v2/views/creature.py index efe4aa0f..b3eb9723 100644 --- a/api_v2/views/creature.py +++ b/api_v2/views/creature.py @@ -14,7 +14,7 @@ class Meta: 'key': ['in', 'iexact', 'exact' ], 'name': ['iexact', 'exact'], 'document__key': ['in','iexact','exact'], - 'size_integer': ['exact'], + 'size': ['exact'], 'armor_class': ['exact','lt','lte','gt','gte'], 'ability_score_strength': ['exact','lt','lte','gt','gte'], 'ability_score_dexterity': ['exact','lt','lte','gt','gte'], diff --git a/data/v2/kobold-press/vault-of-magic/Item.json b/data/v2/kobold-press/vault-of-magic/Item.json index 51c2e3f2..8be69747 100644 --- a/data/v2/kobold-press/vault-of-magic/Item.json +++ b/data/v2/kobold-press/vault-of-magic/Item.json @@ -7,7 +7,6 @@ "desc": "This long scroll bears strange runes and seals of eldritch powers. When you use an action to present this scroll to an aberration whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the aberration, negotiating a service from it in exchange for a reward. The aberration is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the aberration, the truce is broken, and the creature can act normally. If the aberration refuses the offer, it is free to take any actions it wishes. Should you and the aberration reach an agreement that is satisfactory to both parties, you must sign the agreement and have the aberration do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the aberration to the agreement until its service is rendered and the reward paid, at which point the scroll blackens and crumbles to dust. An aberration's thinking is alien to most humanoids, and vaguely worded contracts may result in unintended consequences, as the creature may have different thoughts as to how to best meet the goal. If either party breaks the bargain, that creature immediately takes 10d6 psychic damage, and the charter is destroyed, ending the contract.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -27,7 +26,6 @@ "desc": "Carved from a curious black stone of unknown origin, this small totem is fashioned in the macabre likeness of a Great Old One. While attuned to the idol and holding it, you gain the following benefits:\n- You can speak, read, and write Deep Speech.\n- You can use an action to speak the idol's command word and send otherworldly spirits to whisper in the minds of up to three creatures you can see within 30 feet of you. Each target must make a DC 13 Charisma saving throw. On a failed save, a creature takes 2d6 psychic damage and is frightened of you for 1 minute. On a successful save, a creature takes half as much damage and isn't frightened. If a target dies from this damage or while frightened, the otherworldly spirits within the idol are temporarily sated, and you don't suffer the effects of the idol's Otherworldly Whispers property at the next dusk. Once used, this property of the idol can't be used again until the next dusk.\n- You can use an action to cast the augury spell from the idol. The idol can't be used this way again until the next dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -47,7 +45,6 @@ "desc": "The front of this shield is fashioned in the shape of a snarling wolf ’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -67,7 +64,6 @@ "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -87,7 +83,6 @@ "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -107,7 +102,6 @@ "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -127,7 +121,6 @@ "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -147,7 +140,6 @@ "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -167,7 +159,6 @@ "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -187,7 +178,6 @@ "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -207,7 +197,6 @@ "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -227,7 +216,6 @@ "desc": "This magically enhanced armor is less bulky than its nonmagical version. While wearing a suit of medium agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 3, instead of 2. While wearing a suit of heavy agile armor, the maximum Dexterity modifier you can add to determine your Armor Class is 1, instead of 0.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -247,7 +235,6 @@ "desc": "This plum-sized, nearly spherical sandstone is imbued with a touch of air magic. Typically, 1d4 + 4 air seeds are found together. You can use an action to throw the seed up to 60 feet. The seed explodes on impact and is destroyed. When it explodes, the seed releases a burst of fresh, breathable air, and it disperses gas or vapor and extinguishes candles, torches, and similar unprotected flames within a 10-foot radius of where the seed landed. Each suffocating or choking creature within a 10-foot radius of where the seed landed gains a lung full of air, allowing the creature to hold its breath for 5 minutes. If you break the seed while underwater, each creature within a 10-foot radius of where you broke the seed gains a lung full of air, allowing the creature to hold its breath for 5 minutes.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -267,7 +254,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This dagger is crafted from the arm blade of a defeated Akaasit (see Tome of Beasts 2). You can use an action to activate a small measure of prescience within the dagger for 1 minute. If you are attacked by a creature you can see within 5 feet of you while this effect is active, you can use your reaction to make one attack with this dagger against the attacker. If your attack hits, the dagger loses its prescience, and its prescience can't be activated again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -287,7 +273,6 @@ "desc": "This shaker is carved from purest alabaster in the shape of an owl. It is 7 inches tall and contains enough salt to flavor 25 meals. When the shaker is empty, it can't be refilled, and it becomes nonmagical. When you or another creature eat a meal salted by this shaker, you don't need to eat again for 48 hours, at which point the magic wears off. If you don't eat within 1 hour of the magic wearing off, you gain one level of exhaustion. You continue gaining one level of exhaustion for each additional hour you don't eat.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -307,7 +292,6 @@ "desc": "This hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern's bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -327,7 +311,6 @@ "desc": "This large alembic is a glass retort supported by a bronze tripod and connected to a smaller glass container by a bronze spout. The bronze fittings are etched with arcane symbols, and the glass parts of the alembic sometimes emit bright, amethyst sparks. If a magic item is placed inside the alembic and a fire lit beneath it, the magic item dissolves and its magical energy drains into the smaller container. Artifacts, legendary magic items, and any magic item that won't physically fit into the alembic (anything larger than a shortsword or a cloak) can't be dissolved in this way. Full dissolution and distillation of an item's magical energy takes 1 hour, but 10 minutes is enough time to render most items nonmagical. If an item spends a full hour dissolving in the alembic, its magical energy coalesces in the smaller container as a lump of material resembling gray-purple, stiff dough known as arcanoplasm. This material is safe to handle and easy to incorporate into new magic items. Using arcanoplasm while creating a magic item reduces the cost of the new item by 10 percent per degree of rarity of the magic item that was distilled into the arcanoplasm. An alembic of unmaking can distill or disenchant one item per 24 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -347,7 +330,6 @@ "desc": "The dog-eared pages of this thick, weathered tome contain useful advice, facts, and statistical information on a wide range of topics. The topics change to match information relevant to the area where it is currently located. If you spend a short rest consulting the almanac, you treat your proficiency bonus as 1 higher when making any Intelligence, Wisdom, or Charisma skill checks to discover, recall, or cite information about local events, locations, or creatures for the next 4 hours. For example, this almanac's magic can help you recall and find the location of a city's oldest tavern, but its magic won't help you notice a thug hiding in an alley near the tavern.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -367,7 +349,6 @@ "desc": "Made of gold or silver, this spherical locket is engraved with two cresting waves facing away from each other while bound in a twisted loop. It preserves a memory to be reexperienced later. While wearing this amulet, you can use an action to speak the command word and open the locket. The open locket stores what you see and experience for up to 10 minutes. You can shut the locket at any time (no action required), stopping the memory recording. Opening the locket with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the locket to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on any skill check related to details or knowledge of the stored memory. If you die while wearing the amulet, it preserves you. Your body is affected by the gentle repose spell until the amulet is removed or until you are restored to life. In addition, at the moment of your death, you can store any memory into the amulet. A creature touching the amulet perceives the memory stored there even after your death. Attuning to an amulet of memory removes any prior memories stored in it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -387,7 +368,6 @@ "desc": "While wearing this amulet, you need to eat and drink only once every 7 days. In addition, you have advantage on saving throws against effects that would cause you to suffer a level of exhaustion.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -407,7 +387,6 @@ "desc": "When you finish a long rest while wearing this amulet, you can choose one cantrip from the cleric spell list. You can cast that cantrip from the amulet at will, using Wisdom as your spellcasting ability for it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -427,7 +406,6 @@ "desc": "This amulet is strung on a brass necklace and holds a piece of djinn magic. The amulet has 9 charges. You can use an action to expend 1 of its charges to create a whirlwind on a point you can see within 60 feet of you. The whirlwind is a 5-foot-radius, 30-foot-tall cylinder of swirling air that lasts as long as you maintain concentration (as if concentrating on a spell). Any creature other than you that enters the whirlwind must succeed on a DC 15 Strength saving throw or be restrained by it. You can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if you lose sight of it. A creature within 5 feet of the whirlwind can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlwind. When all of the amulet's charges are expended, the amulet becomes a nonmagical piece of jewelry worth 50 gp.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -447,7 +425,6 @@ "desc": "This small rusty iron anchor feels sturdy in spite of its appearance. You gain a +1 bonus to attack and damage rolls made with this magic war pick. When you roll a 20 on an attack roll made with this weapon, the target is wrapped in ethereal golden chains that extend from the bottom of the anchor. As an action, the chained target can make a DC 15 Strength or Dexterity check, freeing itself from the chains on a success. Alternatively, you can use a bonus action to command the chains to disappear, freeing the target. The chains are constructed of magical force and can't be damaged, though they can be destroyed with a disintegrate spell. While the target is wrapped in these chains, you and the target can't move further than 50 feet from each other.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -467,7 +444,6 @@ "desc": "These earrings feature platinum loops from which hang bronzed claws from a Chamrosh (see Tome of Beasts 2), freely given by the angelic hound. While wearing these earrings, you have advantage on Wisdom (Insight) checks to determine if a creature is lying or if it has an evil alignment. If you cast detect evil and good while wearing these earrings, the range increases to 60 feet, and the spell lasts 10 minutes without requiring concentration.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -487,7 +463,6 @@ "desc": "This black ammunition has yellow fletching or yellow paint. When you fire this magic ammunition, it makes an angry buzzing sound, and it multiplies in flight. As it flies, 2d4 identical pieces of ammunition magically appear around it, all speeding toward your target. Roll separate attack rolls for each additional arrow or bullet. Duplicate ammunition disappears after missing or after dealing its damage. If the angry hornet and all its duplicates miss, the angry hornet remains magical and can be fired again, otherwise it is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -507,7 +482,6 @@ "desc": "If you speak a mathematical equation within 5 feet of this abacus, it calculates the equation and displays the solution. If you are touching the abacus, it calculates only the equations you speak, ignoring all other spoken equations.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -527,7 +501,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC, and you can use an action to cause parts of the armor to unravel into long, animated chains. While the chains are active, you have a climbing speed equal to your walking speed, and your AC is reduced by 2. You can use a bonus action to deactivate the chains, returning the armor to normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -547,7 +520,6 @@ "desc": "This golden ankh is about 12 inches long and has 5 charges. While holding the ankh by the loop, you can expend 1 charge as an action to fire a beam of brilliant sunlight in a 5-foot-wide, 60-foot-line from the end. Each creature caught in the line must make a DC 15 Constitution saving throw. On a failed save, a creature takes a5d8 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half damage and isn't blinded. Undead have disadvantage on this saving throw. The ankh regains 1d4 + 1 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -567,7 +539,6 @@ "desc": "Also called an anointing gada, you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the ornately decorated head of the mace holds a reservoir perforated with small holes. As an action, you can fill the reservoir with a single potion or vial of liquid, such as holy water or alchemist's fire. You can press a button on the haft of the weapon as a bonus action, which opens the holes. If you hit a target with the weapon while the holes are open, the weapon deals damage as normal and the target suffers the effects of the liquid. For example,\nan anointing mace filled with holy water deals an extra 2d6 radiant damage if it hits a fiend or undead. After you press the button and make an attack roll, the liquid is expended, regardless if your attack hits.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -587,7 +558,6 @@ "desc": "Created by dwarven artisans, this leather apron has narrow pockets, which hold one type of artisan's tools. If you are wearing the apron and you spend 10 minutes contemplating your next crafting project, the tools in the apron magically change to match those best suited to the task. Once you have changed the tools available, you can't change them again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -607,7 +577,6 @@ "desc": "Similar to the rocks found in a bird's gizzard, this smooth stone helps an Arcanaphage (see Creature Codex) digest magic. While you hold or wear the stone, you have advantage on saving throws against spells.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -627,7 +596,6 @@ "desc": "While wearing this armor, you have resistance to bludgeoning damage. In addition, you can use a reaction when you fall to reduce any falling damage you take by an amount equal to twice your level.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -647,7 +615,6 @@ "desc": "This thick and rough armor is made from the hide of a Ngobou (see Tome of Beasts), an aggressive, ox-sized dinosaur known to threaten elephants of the plains. The horns and tusks of the dinosaur are worked into the armor as spiked shoulder pads. While wearing this armor, you gain a +1 bonus to AC, and you have a magical sense for elephants. You automatically detect if an elephant has passed within 90 feet of your location within the last 24 hours, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) checks you make to find elephants.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -667,7 +634,6 @@ "desc": "This arrow has a barbed head and is wound with a fine but strong thread that unravels as the arrow soars. If a creature takes damage from the arrow, the creature must succeed on a DC 17 Constitution saving throw or take 4d6 damage and have the arrowhead lodged in its flesh. A creature grabbed by this arrow can't move farther away from you. At the end of its turn, the creature can attempt a DC 17 Constitution saving throw, taking 4d6 piercing damage and dislodging the arrow on a success. As an action, you can attempt to pull the grabbed creature up to 10 feet in a straight line toward you, forcing the creature to repeat the saving throw. If the creature fails, it moves up to 10 feet closer to you. If it succeeds, it takes 4d6 piercing damage and the arrow is dislodged.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -687,7 +653,6 @@ "desc": "This arrow's tip is filled with magically preserved, poisonous herbs. When a creature takes damage from the arrow, the arrowhead breaks, releasing the herbs. The creature must succeed on a DC 15 Constitution saving throw or be incapacitated until the end of its next turn as it retches and reels from the poison.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -707,7 +672,6 @@ "desc": "This salve is created by burning bark from a rare ebon birch tree then mixing that ash with oil and animal blood to create a cerise pigment used to paint yourself or another creature with profane protections. Painting the pigment on a creature takes 1 minute, and you can choose to paint a specific sigil or smear the pigment on a specific part of the creature's body.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -727,7 +691,6 @@ "desc": "Found in a small packet, this coarse, foul-smelling black dust is made from the powdered remains of a celestial. Each packet of the substance contains enough ashes for one use. You can use an action to throw the dust in a 15-foot cone. Each spellcaster in the cone must succeed on a DC 15 Wisdom saving throw or become cursed for 1 hour or until the curse is ended with a remove curse spell or similar magic. Creatures that don't cast spells are unaffected. A cursed spellcaster must make a DC 15 Wisdom saving throw each time it casts a spell. On a success, the spell is cast normally. On a failure, the spellcaster casts a different, randomly chosen spell of the same level or lower from among the spellcaster's prepared or known spells. If the spellcaster has no suitable spells available, no spell is cast.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -747,7 +710,6 @@ "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand's charges during the casting, the spell deals 1d4 + 1 extra fire damage instead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -767,7 +729,6 @@ "desc": "This haladie features two short, slightly curved blades attached to a single hilt with a short, blue-sheened spike on the hand guard. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to this sword, you have immunity to poison damage, and, when you take the Dash action, the extra movement you gain is double your speed instead of equal to your speed. When you use the Attack action with this sword, you can make one attack with its hand guard spike (treat as a dagger) as a bonus action. You can use an action to cause indigo poison to coat the blades of this sword. The poison remains for 1 minute or until two attacks using the blade of this weapon hit one or more creatures. The target must succeed on a DC 17 Constitution saving throw or take 2d10 poison damage and its hit point maximum is reduced by an amount equal to the poison damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The sword can't be used this way again until the next dawn. When you kill a creature with this weapon, it sheds a single, blue tear as it takes its last breath.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -787,7 +748,6 @@ "desc": "These bracers have the graven image of a bull's head on them. Your Strength score is 19 while you wear these bracers. It has no effect on you if your Strength is already 19 or higher. In addition, when you use the Attack action to shove a creature, you have advantage on the Strength (Athletics) check.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -807,7 +767,6 @@ "desc": "Warm to the touch, this white, dry skull radiates dim, orange light from its eye sockets in a 30-foot radius. While attuned to the skull, you only require half of the daily food and water a creature of your size and type normally requires. In addition, you can withstand extreme temperatures indefinitely, and you automatically succeed on saving throws against extreme temperatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -827,7 +786,6 @@ "desc": "While wearing this hairy, black and white armor, you have a burrowing speed of 20 feet, and you have advantage on Wisdom (Perception) checks that rely on smell.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -847,7 +805,6 @@ "desc": "This ordinary bag, made from green cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, spiky object. The bag weighs 1/2 pound. You can use an action to pull the spiky object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a 1d8 and consulting the below table. The creature is a bramble version (see sidebar) of the beast listed in the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three spiky objects have been pulled from the bag, the bag can't be used again until the next dawn. Alternatively, one willing animal companion or familiar can be placed in the bag for 1 week. A non-beast animal companion or familiar that is placed in the bag is treated as if it had been placed into a bag of holding and can be removed from the bag at any time. A beast animal companion or familiar disappears once placed in the bag, and the bag's magic is dormant until the week is up. At the end of the week, the animal companion or familiar exits the bag as a bramble creature (see the template in the sidebar) and can be returned to its original form only with a wish. The creature retains its status as an animal companion or familiar after its transformation and can choose to activate or deactivate its Thorn Body trait as a bonus action. A transformed familiar can be re-summoned with the find familiar spell. Once the bag has been used to change an animal companion or familiar into a bramble creature, it becomes an ordinary, nonmagical bag. | 1d8 | Creature |\n| --- | ------------ |\n| 1 | Weasel |\n| 2 | Giant rat |\n| 3 | Badger |\n| 4 | Boar |\n| 5 | Panther |\n| 6 | Giant badger | Only a beast can become a bramble creature. It retains all its statistics except as noted below.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -867,7 +824,6 @@ "desc": "Anyone reaching into this apparently empty bag feels a small coin, which resembles no known currency. Removing the coin and placing or tossing it up to 20 feet creates a random mechanical trap that remains for 10 minutes or until discharged or disarmed, whereupon it disappears. The coin returns to the bag only after the trap disappears. You may draw up to 10 traps from the bag each week. The GM has the statistics for mechanical traps.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -887,7 +843,6 @@ "desc": "Inspire friends and strike fear in the hearts of your enemies with the drone of valor and the shrill call of martial might! You must be proficient with wind instruments to use these bagpipes. You can use an action to play them and create a fearsome and inspiring tune. Each ally within 60 feet of you that can hear the tune gains a d12 Bardic Inspiration die for 10 minutes. Each creature within 60 feet of you that can hear the tune and that is hostile to you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A hostile creature has disadvantage on this saving throw if it is within 5 feet of you or your ally. A frightened creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, the bagpipes can't be used in this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -907,7 +862,6 @@ "desc": "You must be proficient with percussion instruments to use these drums. The drums have 3 charges. You can use an action to play them and expend 1 charge to create a baleful rumble. Each creature of your choice within 60 feet of you that hears you play must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next weapon or spell attack roll. A creature that succeeds on its saving throw is immune to the effect of these drums for 24 hours. The drum regains 1d3 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -927,7 +881,6 @@ "desc": "This black iron armband bristles with long, needle-sharp iron thorns. When you attune to the armband, the thorns bite into your flesh. The armband doesn't function unless the thorns pierce your skin and are able to reach your blood. While wearing the band, after you roll a saving throw but before the GM reveals if the roll is a success or failure, you can use your reaction to expend one Hit Die. Roll the die, and add the number rolled to your saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -947,7 +900,6 @@ "desc": "These simple leather straps are nearly unbreakable when used as restraints. If you spend 1 minute tying a Small or Medium creature's limbs with these straps, the creature is restrained (escape DC 17) until it escapes or until you speak a command word to release the straps. While restrained by these straps, the target has disadvantage on Strength checks.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -967,7 +919,6 @@ "desc": "While wearing this bright yellow bandana, you have a climbing speed of 30 feet, and you gain a +5 bonus to Strength (Athletics) and Dexterity (Acrobatics) checks to jump over obstacles, to land on your feet, and to land safely on a breakable or unstable surface, such as a tree branch or rotting wooden rafters.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -987,7 +938,6 @@ "desc": "While wearing this bright red bandana, you have advantage on Charisma (Intimidation) checks and on saving throws against being frightened.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1007,7 +957,6 @@ "desc": "While holding this banner aloft with one hand, you can use an action to inspire creatures nearby. Each creature of your choice within 60 feet of you that can see the banner has advantage on its next attack roll. The banner can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1027,7 +976,6 @@ "desc": "This battle standard hangs from a 4-foot-long pole and bears the colors and heraldry of a long-forgotten nation. You can use an action to plant the pole in the ground, causing the standard to whip and wave as if in a breeze. Choose up to six creatures within 30 feet of the standard, which can include yourself. Nonmagical difficult terrain costs the creatures you chose no extra movement. In addition, each creature you chose can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. The standard stops waving and the effect ends after 10 minutes, or when a creature uses an action to pull the pole from the ground. The standard can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1047,7 +995,6 @@ "desc": "This small, black bead measures 3/4 of an inch in diameter and weights an ounce. Typically, 1d4 + 1 beads of exsanguination are found together. When thrown, the bead absorbs hit points from creatures near its impact site, damaging them. A bead can store up to 50 hit points at a time. When found, a bead contains 2d10 stored hit points. You can use an action to throw the bead up to 60 feet. Each creature within a 20-foot radius of where the bead landed must make a DC 15 Constitution saving throw, taking 3d6 necrotic damage on a failed save, or half as much damage on a successful one. The bead stores hit points equal to the necrotic damage dealt. The bead turns from black to crimson the more hit points are stored in it. If the bead absorbs 50 hit points or more, it explodes and is destroyed. Each creature within a 20-foot radius of the bead when it explodes must make a DC 15 Dexterity saving throw, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If you are holding the bead, you can use a bonus action to determine if the bead is below or above half its maximum stored hit points. If you hold and study the bead over the course of 1 hour, which can be done during a short rest, you know exactly how many hit points are stored in the bead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1067,7 +1014,6 @@ "desc": "These hand wraps are made of flexible beeswax that ooze sticky honey. While wearing these gloves, you have advantage on grapple checks. In addition, creatures grappled by you have disadvantage on any checks made to escape your grapple.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1087,7 +1033,6 @@ "desc": "This wide, wooden plank holds hundreds of two-inch long needle-like spikes. When you finish a long rest on the bed, you have resistance to piercing damage and advantage on Constitution saving throws to maintain your concentration on spells you cast for 8 hours or until you finish a short or long rest. Once used, the bed can't be used again until the next dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1107,7 +1052,6 @@ "desc": "This thin cord is made from animal sinew. While wearing the cord, you have advantage on Wisdom (Survival) checks to follow tracks left by beasts, giants, and humanoids. While wearing the belt, you can use a bonus action to speak the belt's command word. If you do, you leave tracks of the animal of your choice instead of your regular tracks. These tracks can be those of a Large or smaller beast with a CR of 1 or lower, such as a pony, rabbit, or lion. If you repeat the command word, you end the effect.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1127,7 +1071,6 @@ "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1147,7 +1090,6 @@ "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1167,7 +1109,6 @@ "desc": "This kilt is made from bear, elk, or wolf fur. While wearing this kilt, your Unarmored Defense increases by 1, and you gain additional benefits while raging, depending on the type of kilt you are wearing. Bear Fur (Very Rare). This kilt empowers your rage with the vigor of a bear. When you enter a rage, you gain 20 temporary hit points. These temporary hit points last until your rage ends. Elk Fur (Rare). This kilt empowers your rage with the nimble ferocity of an elk. While raging, if you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, the target takes an extra 1d6 damage of the weapon’s type. Wolf Fur (Uncommon). This kilt empowers your rage with the speed of a wolf. While raging, your walking speed increases by 10 feet.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1187,7 +1128,6 @@ "desc": "This wooden rod is topped with a ridged ball. The rod has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the rod's last charge, roll a d20. On a 1, the rod melts into a pool of nonmagical honey and is destroyed. Anytime you expend 1 or more charges for this rod's properties, the ridged ball flows with delicious, nonmagical honey for 1 minute.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1207,7 +1147,6 @@ "desc": "This lengthy scroll is the testimony of a pious individual's adherence to their faith. The author has emphatically rewritten these claims many times, and its two slim, metal rollers are wrapped in yards of parchment. When you attune to the item, you rewrite certain passages to align with your own religious views. You can use an action to throw the scroll at a Huge or smaller creature you can see within 30 feet of you. Make a ranged attack roll. On a hit, the scroll unfurls and wraps around the creature. The target is restrained until you take a bonus action to command the scroll to release the creature. If you command it to release the creature or if you miss with the attack, the scroll curls back into a rolled-up scroll. If the restrained target's alignment is the opposite of yours along the law/chaos or good/evil axis, you can use a bonus action to cause the writing to blaze with light, dealing 2d6 radiant damage to the target. A creature, including the restrained target, can use an action to make a DC 17 Strength check to tear apart the scroll. On a success, the scroll is destroyed. Such an attempt causes the writing to blaze with light, dealing 2d6 radiant damage to both the creature making the attempt and the restrained target, whether or not the attempt is successful. Alternatively, the restrained creature can use an action to make a DC 17 Dexterity check to slip free of the scroll. This action also triggers the damage effect, but it doesn't destroy the scroll. Once used, the scroll can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1227,7 +1166,6 @@ "desc": "A tarlike substance leaks continually from this orb, which radiates a cloying darkness and emanates an unnatural chill. While attuned to the orb, you have darkvision out to a range of 60 feet. In addition, you have immunity to necrotic damage, and you have advantage on saving throws against spells and effects that deal radiant damage. This orb has 6 charges and regains 1d6 daily at dawn. You can expend 1 charge as an action to lob some of the orb's viscous darkness at a creature you can see within 60 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be grappled (escape DC 15). Until this grapple ends, the creature is blinded and takes 2d8 necrotic damage at the start of each of its turns, and you can use a bonus action to move the grappled creature up to 20 feet in any direction. You can't move the creature more than 60 feet away from the orb. Alternatively, you can use an action to expend 2 charges and crush the grappled creature. The creature must make a DC 15 Constitution saving throw, taking 6d8 bludgeoning damage on a failed save, or half as much damage on a successful one. You can end the grapple at any time (no action required). The orb's power can grapple only one creature at a time.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1247,7 +1185,6 @@ "desc": "These matched daggers are identical except for the stones set in their pommels. One pommel is chalcedony (opaque white), the other is obsidian (opaque black). You gain a +1 bonus to attack and damage rolls with both magic weapons. The bonus increases to +3 when you use the white dagger to attack a monstrosity, and it increases to +3 when you use the black dagger to attack an undead. When you hit a monstrosity or undead with both daggers in the same turn, that creature takes an extra 1d6 piercing damage from the second attack.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1267,7 +1204,6 @@ "desc": "The viscous green-black oil within this magical ceramic pot bubbles slightly. The pot's stone stopper is sealed with greasy, dark wax. The pot contains 5 ounces of pure black dragon essence, obtained by slowly boiling the dragon in its own acidic secretions. You can use an action to apply 1 ounce of the oil to a weapon or single piece of ammunition. The next attack made with that weapon or ammunition deals an extra 2d8 acid damage to the target. A creature that takes the acid damage must succeed on a DC 15 Constitution saving throw at the start of its next turn or be burned for an extra 2d8 acid damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1287,7 +1223,6 @@ "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1307,7 +1242,6 @@ "desc": "This black stone phial has a tightly fitting stopper and 3 charges. As an action, you can fill the phial with blood taken from a living, or recently deceased (dead no longer than 1 minute), humanoid and expend 1 charge. When you do so, the black phial transforms the blood into a potion of greater healing. A creature who drinks this potion must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. The phial regains 1d3 expended charges daily at midnight. If you expend the phial's last charge, roll a d20: 1d20. On a 1, the phial crumbles into dust and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1327,7 +1261,6 @@ "desc": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1347,7 +1280,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you draw this weapon, you can use a bonus action to cast the thaumaturgy spell from it. You can have only one of the spell's effects active at a time when you cast it in this way.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1367,7 +1299,6 @@ "desc": "You have advantage on attack rolls made with this weapon against a target if another enemy of the target is within 5 feet of it, and it has no allies within 5 feet of it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1387,7 +1318,6 @@ "desc": "This black ivory, rune-carved wand has 7 charges. It regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast the guiding bolt spell from it, using an attack bonus of +7. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1407,7 +1337,6 @@ "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. This brightly-colored shortsword is kept in a wooden scabbard with eternally blooming flowers. The blade is made of dull green steel, and its pommel is fashioned from hard rosewood. As a bonus action, you can conjure a flowery mist which fills a 20-foot area around you with pleasant-smelling perfume. The scent dissipates after 1 minute. A creature damaged by the blade must succeed on a DC 15 Charisma saving throw or be charmed by you until the end of its next turn. A creature can't be charmed this way more than once every 24 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1427,7 +1356,6 @@ "desc": "This magic scimitar is empowered by your movements. For every 10 feet you move before making an attack, you gain a +1 bonus to the attack and damage rolls of that attack, and the scimitar deals an extra 1d6 slashing damage if the attack hits (maximum of +3 and 3d6). In addition, if you use the Dash action and move within 5 feet of a creature, you can attack that creature as a bonus action. On a hit, the target takes an extra 2d6 slashing damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1447,7 +1375,6 @@ "desc": "This simple but elegant shortsword is a magic weapon. When you are wielding it and use the Flurry of Blows class feature, you can make your bonus attacks with the sword rather than unarmed strikes. If you deal damage to a creature with this weapon and reduce it to 0 hit points, you absorb some of its energy, regaining 1 expended ki point.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1467,7 +1394,6 @@ "desc": "The Infernal runes inscribed upon this vellum scroll radiate a faint, crimson glow. When you use this spell scroll of command, the save DC is 15 instead of 13, and you can also affect targets that are undead or that don't understand your language.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1487,7 +1413,6 @@ "desc": "This worn cloth purse appears empty, even when opened, yet seems to always have enough copper pieces in it to make any purchase of urgent necessity when you dig inside. The purse produces enough copper pieces to provide for a poor lifestyle. In addition, if anyone asks you for charity, you can always open the purse to find 1 or 2 cp available to give away. These coins appear only if you truly intend to gift them to one who asks.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1507,7 +1432,6 @@ "desc": "This ornate brass lantern comes fitted with heavily inscribed plates shielding the cut crystal lens. With a flick of a lever, as an action, the plates rise and unleash a dazzling array of lights at a single target within 30 feet. You must use two hands to direct the lights precisely into the eyes of a foe. The target must succeed on a DC 11 Wisdom saving throw or be blinded until the end of its next turn. A creature blinded by the lantern is immune to its effects for 1 minute afterward. This property can't be used in a brightly lit area. By opening the shutter on the opposite side, the device functions as a normal bullseye lantern, yet illuminates magically, requiring no fuel and giving off no heat.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1527,7 +1451,6 @@ "desc": "Used as a form of currency between undead lords and the humanoids of their lands, this coin resembles a gold ring with a single hole in the center. It holds 1 charge, visible as a red glow in the center of the coin. While holding the coin, you can use an action to expend 1 charge and regain 1d3 hit points. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This reduction lasts until the creature finishes a long rest. It dies if this reduces its hit point maximum to 0. You can expend the charges in up to 5 blood marks as part of the same action. To replenish an expended charge in a blood mark, a humanoid must pledge a pint of their blood in a 10-minute ritual that involves letting a drop of their blood fall through the center of the coin. The drop disappears in the process and the center fills with a red glow. There is no limit to how much blood a humanoid may pledge, but each coin can hold only 1 charge. To pledge more, the humanoid must perform the ritual on another blood mark. Any person foolish enough to pledge more than a single blood coin might find the coins all redeemed at once, since such redemptions often happen at great blood feasts held by vampires and other undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1547,7 +1470,6 @@ "desc": "This crimson pearl feels slick to the touch and contains a mote of blood imbued with malign purpose. As an action, you can break the pearl, destroying it, and conjure a Blood Elemental (see Creature Codex) for 1 hour. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1567,7 +1489,6 @@ "desc": "A creature that starts its turn in your space must succeed on a DC 15 Constitution saving throw or lose 3d6 hit points due to blood loss, and you regain a number of hit points equal to half the number of hit points the creature lost. Constructs and undead who aren't vampires are immune to this effect. Once used, you can't use this property of the armor again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1587,7 +1508,6 @@ "desc": "This longbow is carved of a light, sturdy wood such as hickory or yew, and it is almost always stained a deep maroon hue, lacquered and aged under layers of sundried blood. The bow is sometimes decorated with reptilian teeth, centaur tails, or other battle trophies. The bow is designed to harm the particular type of creature whose blood most recently soaked the weapon. When you make a ranged attack roll with this magic weapon against a creature of that type, you have a +1 bonus to the attack and damage rolls. If the attack hits, the target must succeed on a DC 15 Wisdom saving throw or become enraged until the end of your next turn. While enraged, the target suffers a random short-term madness.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1607,7 +1527,6 @@ "desc": "Prized by gnolls, the upper haft of this spear is decorated with tiny animal skulls, feathers, and other adornments. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit a creature with this spear, you mark that creature for 1 hour. Until the mark ends, you deal an extra 1d6 damage to the target whenever you hit it with the spear, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find the target. If the target drops to 0 hit points, the mark ends. This property can't be used on a different creature until you spend a short rest cleaning the previous target's blood from the spear.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1627,7 +1546,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1647,7 +1565,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1667,7 +1584,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1687,7 +1603,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1707,7 +1622,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1727,7 +1641,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1747,7 +1660,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1767,7 +1679,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1787,7 +1698,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1807,7 +1717,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1827,7 +1736,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1847,7 +1755,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1867,7 +1774,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1887,7 +1793,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1907,7 +1812,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1927,7 +1831,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1947,7 +1850,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1967,7 +1869,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1987,7 +1888,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2007,7 +1907,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2027,7 +1926,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2047,7 +1945,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2067,7 +1964,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2087,7 +1983,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2107,7 +2002,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2127,7 +2021,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2147,7 +2040,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target takes extra necrotic damage equal to the total. You can't use this feature of the weapon if you don't have blood. Hit Dice spent using this weapon's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2167,7 +2059,6 @@ "desc": "When you and another willing creature each drink at least half this potion, your life energies are linked for 1 hour. When you or the creature who drank the potion with you take damage while your life energies are linked, the total damage is divided equally between you. If the damage is an odd number, roll randomly to assign the extra point of damage. The effect is halted while you and the other creature are separated by more than 60 feet. The effect ends if either of you drop to 0 hit points. This potion's red liquid is viscous and has a metallic taste.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2187,7 +2078,6 @@ "desc": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2207,7 +2097,6 @@ "desc": "This silver or gold bracelet features three red pearls. You can use an action to remove a pearl and throw it up to 20 feet. When the pearl lands, it transforms into an ooze you determine by rolling a d6 and consulting the table that corresponds to the bracelet's color. The ooze vanishes at the next dawn or when it is reduced to 0 hit points. When you throw a pearl, your hit point maximum is reduced by the amount listed in the Blood Price column. This reduction can't be removed with the greater restoration spell or similar magic and lasts until the ooze vanishes or is reduced to 0 hit points. The ooze is friendly to you and your companions and acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the ooze acts in a fashion appropriate to its nature. Once all three pearls have been used, the bracelet can't be used again until the next dawn when the pearls regrow. | d6 | Ooze | CR | Blood Price |\n| --- | --------------------------- | --- | ---------------- |\n| 1 | Dipsa | 1/4 | 5 HP |\n| 2 | Treacle | 1/4 | 5 HP |\n| 3 | Gray Ooze | 1/2 | 5 HP |\n| 4 | Alchemy Apprentice Ooze | 1 | 7 ( 2d6) |\n| 5 | Suppurating Ooze | 1 | 7 ( 2d6) |\n| 6 | Gelatinous Cube | 2 | 10 ( 3d6) | | d6 | Ooze | CR | Blood Price |\n| --- | ----------------------- | --- | ---------------- |\n| 1 | Philosopher's Ghost | 4 | 17 ( 5d6) |\n| 2 | Ink Guardian Ooze | 4 | 17 ( 5d6) |\n| 3 | Black Pudding | 4 | 17 ( 5d6) |\n| 4 | Corrupting Ooze | 5 | 21 ( 6d6) |\n| 5 | Blood Ooze | 6 | 24 ( 7d6) |\n| 6 | Ruby ooze | 6 | 24 ( 7d6) |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2227,7 +2116,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2247,7 +2135,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2267,7 +2154,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2287,7 +2173,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2307,7 +2192,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2327,7 +2211,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2347,7 +2230,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2367,7 +2249,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2387,7 +2268,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2407,7 +2287,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2427,7 +2306,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2447,7 +2325,6 @@ "desc": "When a melee attack would hit you while you are wearing this armor, you can use your reaction to increase your Armor Class by up to 10 against that attack. If you do so, you lose hit points equal to 5 times the bonus you want to add to your AC. For example, if you want to increase your AC by 2 against that attack, you lose 10 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2467,7 +2344,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2487,7 +2363,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2507,7 +2382,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2527,7 +2401,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2547,7 +2420,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2567,7 +2439,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2587,7 +2458,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2607,7 +2477,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2627,7 +2496,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2647,7 +2515,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2667,7 +2534,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2687,7 +2553,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2707,7 +2572,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2727,7 +2591,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2747,7 +2610,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2767,7 +2629,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2787,7 +2648,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2807,7 +2667,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2827,7 +2686,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2847,7 +2705,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2867,7 +2724,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2887,7 +2743,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2907,7 +2762,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2927,7 +2781,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2947,7 +2800,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2967,7 +2819,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2987,7 +2838,6 @@ "desc": "This magic weapon bears long, branching channels inscribed into its blade or head, and it gives off a coppery scent. When you damage a creature that has blood with this weapon, it loses an additional 2d6 hit points from blood loss.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3007,7 +2857,6 @@ "desc": "This ancient, oxidized cauldron sits on three stubby legs and has images of sacrifice and ritual cast into its iron sides. When filled with concoctions that contain blood, the bubbling cauldron seems to whisper secrets of ancient power to those bold enough to listen. While filled with blood, the cauldron has the following properties. Once filled, the cauldron can't be refilled again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3027,7 +2876,6 @@ "desc": "You gain a +2 bonus to attack and damage rolls made with this weapon. The weapon appears to be a mace of disruption, and an identify spell reveals it to be such. The first time you use this weapon to kill a creature that has an Intelligence score of 5 or higher, you begin having nightmares and disturbing visions that disrupt your rest. Each time you complete a long rest, you must make a Wisdom saving throw. The DC equals 10 + the total number of creatures with Intelligence 5 or higher that you've reduced to 0 hit points with this weapon. On a failure, you gain no benefits from that long rest, and you gain one level of exhaustion.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3047,7 +2895,6 @@ "desc": "The petals of this cerulean flower can be prepared into a compote and consumed. A single flower can make 3 doses. When you consume a dose, your Intelligence, Wisdom, and Charisma scores are reduced by 1 each. This reduction lasts until you finish a long rest. You can consume up to three doses as part of casting a spell, and you can choose to affect your spell with one of the following options for each dose you consumed: - If the spell is of the abjuration school, increase the save DC by 2.\n- If the spell has more powerful effects when cast at a higher level, treat the spell's effects as if you had cast the spell at one slot level higher than the spell slot you used.\n- The spell is affected by one of the following metamagic options, even if you aren't a sorcerer: heightened, quickened, or subtle. A spell can't be affected by the same option more than once, though you can affect one spell with up to three different options. If you consume one or more doses without casting a spell, you can choose to instead affect a spell you cast before you finish a long rest. In addition, consuming blue rose gives you some protection against spells. When a spellcaster you can see casts a spell, you can use your reaction to cause one of the following:\n- You have advantage on the saving throw against the spell if it is a spell of the abjuration school.\n- If the spell is counterspell or dispel magic, the DC increases by 2 to interrupt your spellcasting or to end a magic effect on you. You can use this reaction a number of times equal to the number of doses you consumed. At the end of each long rest, you must make a DC 13 Constitution saving throw. On a failed save, your Hit Dice maximum is reduced by 25 percent. This reduction affects only the number of Hit Dice you can use to regain hit points during a short rest; it doesn't reduce your hit point maximum. This reduction lasts until you recover from the addiction. If you have no remaining Hit Dice to lose, you suffer one level of exhaustion, and your Hit Dice are returned to 75 percent of your maximum Hit Dice. The process then repeats until you die from exhaustion or you recover from the addiction. On a successful save, your exhaustion level decreases by one level. If a successful saving throw reduces your level of exhaustion below 1, you recover from the addiction. A greater restoration spell or similar magic ends the addiction and its effects. Consuming at least one dose of blue rose again halts the effects of the addiction for 2 days, at which point you can consume another dose of blue rose to halt it again or the effects of the addiction continue as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3067,7 +2914,6 @@ "desc": "This light cloak of fey silk is waterproof. While wearing this cloak in the rain, you can use your action to pull up the hood and become invisible for up to 1 hour. The effect ends early if you attack or cast a spell, if you use an action to pull down the hood, or if the rain stops. The cloak can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3087,7 +2933,6 @@ "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3107,7 +2952,6 @@ "desc": "This whip is constructed of humanoid vertebrae with their edges magically sharpened and pointed. The bones are joined together into a coiled line by strands of steel wire. The handle is half a femur wrapped in soft leather of tanned humanoid skin. You gain a +1 bonus to attack and damage rolls with this weapon. You can use an action to cause fiendish energy to coat the whip. For 1 minute, you gain 5 temporary hit points the first time you hit a creature on each turn. In addition, when you deal damage to a creature with this weapon, the creature must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage dealt. This reduction lasts until the creature finishes a long rest. Once used, this property of the whip can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3127,7 +2971,6 @@ "desc": "You gain a +1 bonus on attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use it to attack an undead creature. Often given to the grim enforcers of great necropolises, these weapons can reduce the walking dead to splinters with a single strike. When you hit an undead creature with this magic weapon, treat that creature as if it is vulnerable to bludgeoning damage. If it is already vulnerable to bludgeoning damage, your attack deals an additional 1d6 radiant damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3147,7 +2990,6 @@ "desc": "This strange, twilight-hued tome was written on pages of pure shadow weave, bound in traditional birch board covers wrapped with shadow goblin hide, and imbued with the memories of forests on the Plane of Shadow. Its covers often reflect light as if it were resting in a forest grove, and some owners swear that a goblin face appears on them now and again. The sturdy lock on one side opens only for wizards, elves, and Shadow Fey (see Tome of Beasts). The book has 15 charges, and it regains 2d6 + 3 expended charges daily in the twilight before dawn. If you expend the last charge, roll a 1d20. On a 1, the book retains its Ebon Tides and Shadow Lore properties but loses its Spells property. When the magic ritual completes, make an Intelligence (Arcana) check and consult the Terrain Changes table for the appropriate DCs. You can change the terrain in any one way listed at your result or lower. For example, if your result was 17, you could turn a small forest up to 30 feet across into a grassland, create a grove of trees up to 240 feet across, create a 6-foot-wide flowing stream, overgrow 1,500 feet of an existing road, or other similar option. Only natural terrain you can see can be affected; built structures, such as homes or castles, remain untouched, though roads and trails can be overgrown or hidden. On a failure, the terrain is unchanged. On a 1, an Overshadow (see Tome of Beasts 2) also appears and attacks you. On a 20, you can choose two options. Deities, Fey Lords and Ladies (see Tome of Beasts), archdevils, demon lords, and other powerful rulers in the Plane of Shadow can prevent these terrain modifications from happening in their presence or anywhere within their respective domains. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, illusion, or shadows, such as invisibility or major image. | DC | Effect |\n| --- | --------------------------------------------------------------------------------------------------- |\n| 8 | Obscuring a path and removing all signs of passage (30 feet per point over 7) |\n| 10 | Creating a grove of trees (30 feet across per point over 9) |\n| 11 | Creating or drying up a lake or pond (up to 10 feet across per point over 10) |\n| 12 | Creating a flowing stream (1 foot wide per point over 11) |\n| 13 | Overgrowing an existing road with brush or trees (300 feet per point over 12) |\n| 14 | Shifting a river to a new course (300 feet per point over 13) |\n| 15 | Moving a forest (300 feet per point over 14) |\n| 16 | Creating a small hill, riverbank, or cliff (10 feet tall per point over 15) |\n| 17 | Turning a small forest into grassland or clearing, or vice versa (30 feet across per point over 16) |\n| 18 | Creating a new river (10 feet wide per point over 17) |\n| 19 | Turning a large forest into grassland, or vice versa (300 feet across per point over 19) |\n| 20 | Creating a new mountain (1,000 feet high per point over 19) |\n| 21 | Drying up an existing river (reducing width by 10 feet per point over 20) |\n| 22 | Shrinking an existing hill or mountain (reducing 1,000 feet per point over 21) | Written by an elvish princess at the Court of Silver Words, this volume encodes her understanding and mastery of shadow. Whimsical illusions suffuse every page, animating its illuminated capital letters and ornamental figures. The book is a famous work among the sable elves of that plane, and it opens to the touch of any elfmarked or sable elf character.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3167,7 +3009,6 @@ "desc": "This fragmentary black book is reputed to descend from the realms of Hyperborea. It contains puzzling guidelines for frightful necromantic rituals and maddening interdimensional travel. The book holds the following spells: semblance of dread*, ectoplasm*, animate dead, speak with dead, emanation of Yoth*, green decay*, yellow sign*, eldritch communion*, create undead, gate, harm, astral projection, and Void rift*. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, the book can contain other spells similarly related to necromancy, madness, or interdimensional travel. If you are attuned to this book, you can use it as a spellbook and as an arcane focus. In addition, while holding the book, you can use a bonus action to cast a necromancy spell that is written in this tome without expending a spell slot or using any verbal or somatic components. Once used, this property of the book can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3187,7 +3028,6 @@ "desc": "When not bound to a book, this red leather book cover is embossed with images of eyes on every inch of its surface. When you wrap this cover around a tome, it shifts the book's appearance to a plain red cover with a title of your choosing and blank pages on which you can write. When viewing the wrapped book, other creatures see the plain red version with any contents you've written. A creature succeeding on a DC 15 Wisdom (Perception) check sees the real book and can remove the shroud.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3207,7 +3047,6 @@ "desc": "This glass vessel looks like an ordinary inkpot. A quill fashioned from an ostrich feather accompanies the inkpot. You can use an action to speak the inkpot's command word, targeting a Bookkeeper (see Creature Codex) that you can see within 10 feet of you. An unwilling bookkeeper must succeed on a DC 13 Charisma saving throw or be transferred to the inkpot, making you the bookkeeper's new “creator.” While the bookkeeper is contained within the inkpot, it suffers no harm due to being away from its bound book, but it can't use any of its actions or traits that apply to it being in a bound book. Dipping the quill in the inkpot and writing in a book binds the bookkeeper to the new book. If the inkpot is found as treasure, there is a 50 percent chance it contains a bookkeeper. An identify spell reveals if a bookkeeper is inside the inkpot before using the inkpot's ink.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3227,7 +3066,6 @@ "desc": "This cloth bookmark is inscribed with blurred runes that are hard to decipher. If you use this bookmark while researching ancient evils (such as arch-devils or demon lords) or otherworldly mysteries (such as the Void or the Great Old Ones) during a long rest, the bookmark crumbles to dust and grants you its knowledge. You double your proficiency bonus on Arcana, History, and Religion checks to recall lore about the subject of your research for the next 24 hours. If you don't have proficiency in these skills, you instead gain proficiency in them for the next 24 hours, but you are proficient only when recalling information about the subject of your research.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3247,7 +3085,6 @@ "desc": "These soft leather boots have a collar made of Albino Death Weasel fur (see Creature Codex). While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher. Your speed is still reduced if you are encumbered or wearing heavy armor. If you move at least 20 feet straight toward a creature and hit it with a melee weapon attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, you can make one melee weapon attack against it as a bonus action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3267,7 +3104,6 @@ "desc": "While wearing these steel-toed boots, the earth itself shakes when you walk, causing harmless, but unsettling, tremors. If you move at least 15 feet in a single turn, all creatures within 10 feet of you at any point during your movement must make a DC 16 Strength saving throw or take 1d6 force damage and fall prone. In addition, while wearing these boots, you can cast earthquake, requiring no concentration, by speaking a command word and jumping on a point on the ground. The spell is centered on that point. Once you cast earthquake in this way, you can't do so again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3287,7 +3123,6 @@ "desc": "A thick, rubbery sole covers the bottoms and sides of these stout leather boots. They are useful for maneuvering in cluttered alleyways, slick sewers, and the occasional patch of ice or gravel. While you wear these boots, you can use a bonus action to speak the command word. If you do, nonmagical difficult terrain doesn't cost you extra movement when you walk across it wearing these boots. If you speak the command word again as a bonus action, you end the effect. When the boots' property has been used for a total of 1 minute, the magic ceases to function until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3307,7 +3142,6 @@ "desc": "While wearing these boots, you have proficiency in the Stealth skill if you don't already have it, and you double your proficiency bonus on Dexterity (Stealth) checks. As an action, you can drip three drops of fresh blood onto the boots to ease your passage through the world. For 1d6 hours, you and your allies within 30 feet of you ignore difficult terrain. Once used, this property can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3327,7 +3161,6 @@ "desc": "While you wear these boots, your walking speed increases by 10 feet. In addition, when you take the Dash action while wearing these boots, you can make a single weapon attack at the end of your movement. You can't continue moving after making this attack.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3347,7 +3180,6 @@ "desc": "This clear glass bottle contains a tiny replica of a wooden rowboat down to the smallest detail, including two stout oars, a miniature coil of hemp rope, a fishing net, and a small cask. You can use an action to break the bottle, destroying the bottle and releasing its contents. The rowboat and all of the items emerge as full-sized, normal, and permanent items of their type, which includes 50 feet of hempen rope, a cask containing 20 gallons of fresh water, two oars, and a 12-foot-long rowboat.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3367,7 +3199,6 @@ "desc": "If this small, copper cauldron is filled with water and a half pound of meat, vegetables, or other foodstuffs then placed over a fire, it produces a simple, but hearty stew that provides one creature with enough nourishment to sustain it for one day. As long as the food is kept within the cauldron with the lid on, the food remains fresh and edible for up to 24 hours, though it grows cold unless reheated.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3387,7 +3218,6 @@ "desc": "This well-made, cubical box appears to be a normal container that can hold as much as a normal chest. However, each side of the chest is a lid that can be opened on cunningly concealed hinges. A successful DC 15 Wisdom (Perception) check notices that the sides can be opened. When you use an action to turn the box so a new side is facing up, and speak the command word before opening the lid, the current contents of the chest slip into an interdimensional space, leaving it empty once more. You can use an action to fill the box again, then turn it over to a new side and open it, again sending the contents to the interdimensional space. This can be done up to six times, once for each side of the box. To gain access to a particular batch of contents, the correct side must be facing up, and you must use an action to speak the command word as you open the lid on that side. A box of secrets is often crafted with specific means of telling the sides apart, such as unique carvings on each side, or having each side painted a different color. If any side of the box is destroyed completely, the contents that were stored through that side are lost. Likewise, if the entire box is destroyed, the contents are lost forever.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3407,7 +3237,6 @@ "desc": "This bracelet is made of thirteen small, roasted pinecones lashed together with lengths of dried sinew. It smells of pine and woodsmoke. It is uncomfortable to wear over bare skin. While wearing this bracelet, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when looking in areas lightly obscured by nonmagical smoke or fog.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3427,7 +3256,6 @@ "desc": "This intricately carved ivory clasp can be wrapped around or woven into braided hair 3 feet or longer. While the clasp is attached to your braided hair, you can speak its command word as a bonus action and transform your braid into a dangerous whip. If you speak the command word again, you end the effect. You gain a +1 bonus to attack and damage rolls made with this magic whip. When the clasp's property has been used for a total of 10 minutes, you can't use it to transform your braid into a whip again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3447,7 +3275,6 @@ "desc": "This foul-smelling, murky, purple-gray liquid is created from the liquefied brains of spellcasting creatures, such as aboleths. Anyone consuming this repulsive mixture must make a DC 15 Intelligence saving throw. On a successful save, the drinker is infused with magical power and regains 1d6 + 4 expended spell slots. On a failed save, the drinker is afflicted with short-term madness for 1 day. If a creature consumes multiple doses of brain juice and fails three consecutive Intelligence saving throws, it is afflicted with long-term madness permanently and automatically fails all further saving throws brought about by drinking brain juice.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3467,7 +3294,6 @@ "desc": "This curved staff is made of coiled brass and glass wire. You can use an action to speak one of three command words and throw the staff on the ground within 10 feet of you. The staff transforms into one of three wireframe creatures, depending on the command word: a unicorn, a hound, or a swarm of tiny beetles. The wireframe creature or swarm is under your control and acts on its own initiative count. On your turn, you can mentally command the wireframe creature or swarm if it is within 60 feet of you and you aren't incapacitated. You decide what action the creature takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. The wireframe unicorn lasts for up to 1 hour, uses the statistics of a warhorse, and can be used as a mount. The wireframe hound lasts for up to 5 minutes, uses the statistics of a dire wolf, and has advantage to track any creature you damaged within the past hour. The wireframe beetle swarm lasts for up to 1 minute, uses the statistics of a swarm of beetles, and can destroy nonmagical objects that aren't being worn or carried and that aren't made of stone or metal (destruction happens at a rate of 1 pound of material per round, up to a maximum of 10 pounds). At the end of the duration, the wireframe creature or swarm reverts to its staff form. It reverts to its staff form early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. If it reverts to its staff form early by being reduced to 0 hit points, the staff becomes inert and unusable until the third dawn after the creature was killed. Otherwise, the wireframe creature or swarm has all of its hit points when you transform the staff into the creature again. When a wireframe creature or swarm becomes the staff again, this property of the staff can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3487,7 +3313,6 @@ "desc": "Most commonly used by assassins to strangle sleeping victims, this heavy, brass ball is 6 inches across and weighs approximately 15 pounds. It has the image of a coiled snake embossed around it. You can use an action to command the orb to uncoil into a brass snake approximately 6 feet long and 3 inches thick. You can direct it by telepathic command to attack any creature within your line of sight. Use the statistics for the constrictor snake, but use Armor Class 14 and increase the challenge rating to 1/2 (100 XP). The snake can stay animate for up to 5 minutes or until reduced to 0 hit points. Being reduced to 0 hit points causes the snake to revert to orb form and become inert for 1 week. If damaged but not reduced to 0 hit points, the snake has full hit points when summoned again. Once you have used the orb to become a snake, it can't be used again until the next sunset.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3507,7 +3332,6 @@ "desc": "These rawhide straps have lines of crimson runes running along their length. They require 10 minutes of bathing them in salt water before carefully wrapping them around your forearms. Once fitted, you gain a +1 bonus to attack and damage rolls made with unarmed strikes. The straps become brittle with use. After you have dealt damage with unarmed strike attacks 10 times, the straps crumble away.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3527,7 +3351,6 @@ "desc": "This armor was crafted from the hide of an ancient grizzly bear. While wearing it, you gain a +1 bonus to AC, and you have advantage on grapple checks. The armor has 3 charges. You can use a bonus action to expend 1 charge to deal your unarmed strike damage to a creature you are grappling. The armor regains all expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3547,7 +3370,6 @@ "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3567,7 +3389,6 @@ "desc": "This rectangular shield is plated with polished brass and resembles a crenelated tower. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3587,7 +3408,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you attack an object or structure with this magic lance and hit, maximize your weapon damage dice against the target. The lance has 3 charges. As part of an attack action with the lance, you can expend a charge while striking a barrier created by a spell, such as a wall of fire or wall of force, or an entryway protected by the arcane lock spell. You must make a Strength check against a DC equal to 10 + the spell's level. On a successful check, the spell ends. The lance regains 1d3 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3607,7 +3427,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3627,7 +3446,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3647,7 +3465,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3667,7 +3484,6 @@ "desc": "This tiny river reed segment is cool to the touch. If you chew the reed while underwater, it provides you with enough air to breathe for up to 10 minutes. At the end of the duration, the reed loses its magic and can be harmlessly swallowed or spit out.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3687,7 +3503,6 @@ "desc": "These leather bracers are inscribed with Elvish runes. While wearing these bracers, you gain a +1 bonus to AC if you are using no shield. In addition, while in a forest, nonmagical difficult terrain costs you no extra movement.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3707,7 +3522,6 @@ "desc": "This talisman is a piece of burnished copper, shaped into a curved fang with a large crack through the middle. While wearing the talisman, you can use an action to cast the encrypt / decrypt (see Deep Magic for 5th Edition) spell. The talisman can't be used this way again until 1 hour has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3727,7 +3541,6 @@ "desc": "You can use an action to speak the broom's command word and give it short instructions consisting of a few words, such as “sweep the floor” or “dust the cabinets.” The broom can clean up to 5 cubic feet each minute and continues cleaning until you use another action to deactivate it. The broom can't climb barriers higher than 5 feet and can't open doors.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3747,7 +3560,6 @@ "desc": "This trio of fezzes works only if all three hats are worn within 60 feet of each other by creatures of the same size. If one of the hats is removed or moves further than 60 feet from the others or if creatures of different sizes are wearing the hats, the hats' magic temporarily ceases. While three creatures of the same size wear these fezzes within 60 feet of each other, each creature can use its action to cast the alter self spell from it at will. However, all three wearers of the fezzes are affected as if the same spell was simultaneously cast on each of them, making each wearer appear identical to the other. For example, if one Medium wearer uses an action to change its appearance to that of a specific elf, each other wearer's appearance changes to look like the exact same elf.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3767,7 +3579,6 @@ "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3787,7 +3598,6 @@ "desc": "This long, thin retort is fashioned from smoky yellow glass and is topped with an intricately carved brass stopper. You can unstopper the retort and fill it with liquid as an action. Once you do so, it spews out multicolored bubbles in a 20-foot radius. The bubbles last for 1d4 + 1 rounds. While they last, creatures within the radius are blinded and the area is heavily obscured to all creatures except those with tremorsense. The liquid in the retort is destroyed in the process with no harmful effect on its surroundings. If any bubbles are popped, they burst with a wet smacking sound but no other effect.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3807,7 +3617,6 @@ "desc": "This soot-colored steel buckle has an exploding flame etched into its surface. It can be affixed to any common belt. While wearing this buckle, you have resistance to force damage. In addition, the buckle has 5 charges, and it regains 1d4 + 1 charges daily at dawn. It has the following properties.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3827,7 +3636,6 @@ "desc": "This arrow has bright red fletching and a blunt, red tip. You gain a +1 bonus to attack rolls made with this magic arrow. On a hit, the arrow deals no damage, but it paints a magical red dot on the target for 1 minute. While the dot lasts, the target takes an extra 1d4 damage of the weapon's type from any ranged attack that hits it. In addition, ranged weapon attacks against the target score a critical hit on a roll of 19 or 20. When this arrow hits a target, the arrow vanishes in a flash of red light and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3847,7 +3655,6 @@ "desc": "This heavy iron lock bears a stout, pitted key permanently fixed in the keyhole. As an action, you can twist the key counterclockwise to instantly open one door, chest, bag, bottle, or container of your choice within 30 feet. Any container or portal weighing more than 30 pounds or restrained in any way (latched, bolted, tied, or the like) automatically resists this effect.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3867,7 +3674,6 @@ "desc": "This appallingly misshapen skull—though alien and monstrous in aspect—is undeniably human, and it is large and hollow enough to be worn as a helm by any Medium humanoid. The skull helm radiates an unholy spectral aura, which sheds dim light in a 10-foot radius. According to legends, gazing upon a burning skull freezes the blood and withers the brain of one who understands not its mystery.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3887,7 +3693,6 @@ "desc": "This stick of magical butter is carved with arcane runes and never melts or spoils. It has 3 charges. While holding this butter, you can use an action to slice off a piece and expend 1 charge to cast the grease spell (save DC 13) from it. The grease that covers the ground looks like melted butter. The butter regains all expended charges daily at dawn. If you expend the last charge, the butter disappears.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3907,7 +3712,6 @@ "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3927,7 +3731,6 @@ "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3947,7 +3750,6 @@ "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3967,7 +3769,6 @@ "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3987,7 +3788,6 @@ "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4007,7 +3807,6 @@ "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4027,7 +3826,6 @@ "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4047,7 +3845,6 @@ "desc": "You can use a bonus action to speak this weapon's command word, causing the blade to emit a loud buzzing sound. The buzzing noise is audible out to 100 feet. While the sword is buzzing, it deals an extra 2d6 thunder damage to any target it hits. The buzzing lasts until you use a bonus action to speak the command word again or until you drop or sheathe the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4067,7 +3864,6 @@ "desc": "This battleaxe bears a golden head spun from crystalized honey. Its wooden handle is carved with reliefs of bees. You gain a +2 bonus to attack and damage rolls made with this magic weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4087,7 +3883,6 @@ "desc": "This black candle burns with an eerie, violet flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on necromancy spells. After burning for 1 hour, or if the candle's flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the speak with dead spell with it. Doing so destroys the candle.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4107,7 +3902,6 @@ "desc": "This black candle burns with an eerie, green flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on conjuration spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the spirit guardians spell (save DC 15) with it. Doing so destroys the candle.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4127,7 +3921,6 @@ "desc": "This black candle burns with an eerie, blue flame. The candle's magic is activated when the candle is lit, which requires an action. When lit, the candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Each creature in the candle's light has advantage on Constitution saving throws to maintain concentration on divination spells. After burning for 1 hour, or if the flame is magically or nonmagically snuffed out, it is destroyed. Alternatively, when you light the candle for the first time, you can cast the augury spell with it, which reveals its otherworldly omen in the candle's smoke. Doing so destroys the candle.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4147,7 +3940,6 @@ "desc": "Donning this thorny wooden circlet causes it to meld with your scalp. It can be removed only upon your death or by a remove curse spell. The cap ingests some of your blood, dealing 2d4 piercing damage. After this first feeding, the thorns feed once per day for 1d4 piercing damage. Once per day, you can sacrifice 1 hit point per level you possess to cast a special entangle spell made of thorny vines. Charisma is your spellcasting ability for this effect. Restrained creatures must make a successful Charisma saving throw or be affected by a charm person spell as thorns pierce their body. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target fails three consecutive saves, the thorns become deeply rooted and the charmed effect is permanent until remove curse or similar magic is cast on the target.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4167,7 +3959,6 @@ "desc": "You gain a +1 bonus to AC while wearing this long, flowing cloak. Whenever you are within 10 feet of more than two creatures, it subtly and slowly shifts its color to whatever the creatures nearest you find the most irritating. While within 5 feet of a hostile creature, you can use a bonus action to speak the cloak's command word to activate it, allowing your allies' ranged attacks to pass right through you. For 1 minute, each friendly creature that makes a ranged attack against a hostile creature within 5 feet of you has advantage on the attack roll. Each round the cloak is active, it enthusiastically and telepathically says “shoot me!” in different tones and cadences into the minds of each friendly creature that can see you and the cloak. The cloak can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4187,7 +3978,6 @@ "desc": "This red and white flag adorned with a white anchor is made of velvet that never seems to fray in strong wings. When mounted and flown on a ship, the flag changes to the colors and symbol of the ship's captain and crew. While this flag is mounted on a ship, the captain and its allies have advantage on saving throws against being charmed or frightened. In addition, when the captain is reduced to 0 hit points while on the ship where this flag flies, each ally of the captain has advantage on its attack rolls until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4207,7 +3997,6 @@ "desc": "These copper and glass goggles are prized by air and sea captains across the world. The goggles are designed to repel water and never fog. After attuning to the goggles, your name (or preferred moniker) appears on the side of the goggles. While wearing the goggles, you can't suffer from exhaustion.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4227,7 +4016,6 @@ "desc": "This item appears to be a standard map or scroll case fashioned of well-oiled leather. You can store up to ten rolled-up sheets of paper or five rolled-up sheets of parchment in this container. While ensconced in the case, the contents are protected from damage caused by fire, exposure to water, age, or vermin.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4247,7 +4035,6 @@ "desc": "This nondescript book contains statistics and details on various objects. Libraries often use these tomes to assist visitors in finding the knowledge contained within their stacks. You can use an action to touch the book to an object you wish to catalogue. The book inscribes the object's name, provided by you, on one of its pages and sketches a rough illustration to accompany the object's name. If the object is a magic item or otherwise magic-imbued, the book also inscribes the object's properties. The book becomes magically connected to the object, and its pages denote the object's current location, provided the object is not protected by nondetection or other magic that thwarts divination magic. When you attune to this book, its previously catalogued contents disappear.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4267,7 +4054,6 @@ "desc": "This special elemental compound draws on nearby energy sources. Catalyst oils are tailored to one specific damage type (not including bludgeoning, piercing, or slashing damage) and have one dose. Whenever a spell or effect of this type goes off within 60 feet of a dose of catalyst oil, the oil catalyzes and becomes the spell's new point of origin. If the spell affects a single target, its original point of origin becomes the new target. If the spell's area is directional (such as a cone or a cube) you determine the spell's new direction. This redirected spell is easier to evade. Targets have advantage on saving throws against the spell, and the caster has disadvantage on the spell attack roll.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4287,7 +4073,6 @@ "desc": "Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the celestial, negotiating a service from it in exchange for a reward. The celestial is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the celestial, the truce is broken, and the creature can act normally. If the celestial refuses the offer, it is free to take any actions it wishes. Should you and the celestial reach an agreement that is satisfactory to both parties, you must sign the charter and have the celestial do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the celestial to the agreement until its service is rendered and the reward paid, at which point the scroll vanishes in a bright flash of light. A celestial typically attempts to fulfill its end of the bargain as best it can, and it is angry if you exploit any loopholes or literal interpretations to your advantage. If either party breaks the bargain, that creature immediately takes 10d6 radiant damage, and the charter is destroyed, ending the contract.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4307,7 +4092,6 @@ "desc": "The ancient elves constructed these sextants to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the sextant, you can spend 1 minute using the sextant to determine your latitude and longitude, provided you can see the sun or stars. You can use an action steer up to four vessels that are within 1 mile of the sextant, provided their crews are willing. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4327,7 +4111,6 @@ "desc": "This enchanted censer paints the air with magical, smoky shadow. While holding the censer, you can use an action to speak its command word, causing the censer to emit shadow in a 30-foot radius for 1 hour. Bright light and sunlight within this area is reduced to dim light, and dim light within this area is reduced to magical darkness. The shadow spreads around corners, and nonmagical light can't illuminate this shadow. The shadow emanates from the censer and moves with it. Completely enveloping the censer within another sealed object, such as a lidded pot or a leather bag, blocks the shadow. If any of this effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled. Once the censer is used to emit shadow, it can't do so again until the next dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4347,7 +4130,6 @@ "desc": "These leather and fur wraps are imbued with centaur shamanic magic. The wraps are stained a deep amber color, and intricate motifs painted in blue seem to float above the surface of the leather. While wearing these wraps, you can call on their magic to reroll an attack made with a shortbow or longbow. You must use the new roll. Once used, the wraps must be held in wood smoke for 15 minutes before they can be used in this way again.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4367,7 +4149,6 @@ "desc": "This bronze breastplate depicts two krakens fighting. While wearing this armor, you gain a +1 bonus to AC. You can use an action to speak the armor's command word to release a cloud of black mist (if above water) or black ink (if underwater). It billows out from you in a 20-foot-radius cloud of mist or ink. The area is heavily obscured for 1 minute, although a wind of moderate or greater speed (at least 10 miles per hour) or a significant current disperses it. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4387,7 +4168,6 @@ "desc": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4407,7 +4187,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4427,7 +4206,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4447,7 +4225,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4467,7 +4244,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4487,7 +4263,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4507,7 +4282,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4527,7 +4301,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4547,7 +4320,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4567,7 +4339,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4587,7 +4358,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4607,7 +4377,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you use this weapon to attack or break chains, manacles, or similar metal objects restraining creatures, you have advantage on the attack roll or ability check. In addition, such items have vulnerability to this sword's weapon damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4627,7 +4396,6 @@ "desc": "The cup of this garnet chalice is carved in the likeness of a human skull. When the chalice is filled with blood, the dark red gemstone pulses with a scintillating crimson light that sheds dim light in a 5-foot radius. Each creature that drinks blood from this chalice has disadvantage on enchantment spells you cast for the next 24 hours. In addition, you can use an action to cast the suggestion spell, using your spell save DC, on a creature that has drunk blood from the chalice within the past 24 hours. You need to concentrate on this suggestion to maintain it during its duration. Once used, the suggestion power of the chalice can't be used again until the next dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4647,7 +4415,6 @@ "desc": "This piece of chalk glitters in the light, as if infused with particles of mica or gypsum. The chalk has 10 charges. You can use an action and expend 1 charge to draw a door on any solid surface upon which the chalk can leave a mark. You can then push open the door while picturing a real door within 10 miles of your current location. The door you picture must be one that you have passed through, in the normal fashion, once before. The chalk opens a magical portal to that other door, and you can step through the portal to appear at that other location as if you had stepped through that other door. At the destination, the target door opens, revealing a glowing portal from which you emerge. Once through, you can shut the door, dispelling the portal, or you can leave it open for up to 1 minute. While the door is open, any creature that can fit through the chalk door can traverse the portal in either direction. Each time you use the chalk, roll a 1d20. On a roll of 1, the magic malfunctions and connects you to a random door similar to the one you pictured within the same range, though it might be a door you have never seen before. The chalk becomes nonmagical when you use the last charge.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4667,7 +4434,6 @@ "desc": "This 3-inch-diameter ceramic jar contains 1d4 + 1 doses of a syrupy mixture that smells faintly of freshly washed dog fur. The jar is a glorious gold-white, resembling the shimmering fur of a Chamrosh (see Tome of Beasts 2), the holy hound from which this salve gets its name. As an action, one dose of the ointment can be applied to the skin. The creature that receives it regains 2d8 + 1 hit points and is cured of the charmed, frightened, and poisoned conditions.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4687,7 +4453,6 @@ "desc": "This silken scarf is a more powerful version of the Commoner's Veneer (see page 128). When in an area containing 12 or more humanoids, Wisdom (Perception) checks to spot you have disadvantage. You can use a bonus action to call on the power in the scarf to invoke a sense of trust in those to whom you speak. If you do so, you have advantage on the next Charisma (Persuasion) check you make against a humanoid while you are in an area containing 12 or more humanoids. In addition, while wearing the scarf, you can use modify memory on a humanoid you have successfully persuaded in the last 24 hours. The scarf can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4707,7 +4472,6 @@ "desc": "This fist-sized ball of tightly-wound green fronds contains the bark of a magical plant with curative properties. A natural loop is formed from one of the fronds, allowing the charm to be hung from a pack, belt, or weapon pommel. As long as you carry this charm, whenever you are targeted by a spell or magical effect that restores your hit points, you regain an extra 1 hit point.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4727,7 +4491,6 @@ "desc": "Furs conceal the worn runes lining the haft of this oversized, silver-headed battleaxe. You gain a +2 bonus to attack and damage rolls made with this silvered, magic weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4747,7 +4510,6 @@ "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4767,7 +4529,6 @@ "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4787,7 +4548,6 @@ "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4807,7 +4567,6 @@ "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4827,7 +4586,6 @@ "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4847,7 +4605,6 @@ "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4867,7 +4624,6 @@ "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4887,7 +4643,6 @@ "desc": "This armor is forged from overlapping blue steel plates or blue rings and has a frosted appearance. While wearing this armor, you gain a +1 bonus to AC, and you have resistance to cold damage. In addition, when a creature hits you with a melee weapon attack, it must succeed on a DC 15 Constitution saving throw or become numbed by the supernatural cold radiating from the armor. A creature numbed by the cold can use either an action or bonus action on its turn, not both, and its movement speed is reduced by 10 feet until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4907,7 +4662,6 @@ "desc": "This golden pocketwatch has 3 charges and regains 1d3 expended charges daily at midnight. While holding it, you can use an action to wind it and expend 1 charge to cast the haste spell from it. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, the creature that broke it gains the effects of the time stop spell.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4927,7 +4681,6 @@ "desc": "This belt is made of the treated and tanned intestines of a dire wolf, enchanted to imbue those who wear it with the ferocity and determination of the wolf. While wearing this belt, you can use an action to cast the druidcraft or speak with animals spell from it at will. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing or smell. If you are reduced to 0 hit points while attuned to the belt and fail two death saving throws, you die immediately as your body violently erupts in a shower of blood, and a dire wolf emerges from your entrails. You assume control of the dire wolf, and it gains additional hit points equal to half of your maximum hit points prior to death. The belt then crumbles and is destroyed. If the wolf is targeted by a remove curse spell, then you are reborn when the wolf dies, just as the wolf was born when you died. However, if the curse remains after the wolf dies, you remain dead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4947,7 +4700,6 @@ "desc": "While wearing this circlet, you gain the following benefits: - **Language of the Fey**. You can speak and understand Sylvan. - **Friend of the Fey.** You have advantage on ability checks to interact socially with fey creatures.\n- **Poison Sense.** You know if any food or drink you are holding contains poison.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4967,7 +4719,6 @@ "desc": "While wearing this circlet, you have advantage on Charisma (Persuasion) checks.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4987,7 +4738,6 @@ "desc": "Taken from a Fleshspurned (see Tome of Beasts 2), a toothy ghost, this bony jaw holds oversized teeth that sweat ectoplasm. The jaw has 3 charges and regains 1d3 expended charges daily at dusk. While holding the jaw, you can use an action to expend 1 of its charges and choose a target within 30 feet of you. The jaw's teeth clatter together, and the target must succeed on a DC 15 Wisdom saving throw or be confused for 1 minute. While confused, the target acts as if under the effects of the confusion spell. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5007,7 +4757,6 @@ "desc": "You can affix this small, brass bell to an object with the leather cords tied to its top. If anyone other than you picks up, interacts with, or uses the object without first speaking the bell's command word, it rings for 5 minutes or until you touch it and speak the command word again. The ringing is audible 100 feet away. If a creature takes an action to cut the bindings holding the bell onto the object, the bell ceases ringing 1 round after being released from the object.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5027,7 +4776,6 @@ "desc": "These goggles contain a lens of slightly rippled blue glass that turns clear underwater. While wearing these goggles underwater, you don't have disadvantage on Wisdom (Perception) checks that rely on sight when peering through silt, murk, or other natural underwater phenomena that would ordinarily lightly obscure your vision. While wearing these goggles above water, your vision is lightly obscured.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5047,7 +4795,6 @@ "desc": "This fresh-smelling, clear green liquid can cover a Medium or smaller creature or object (or matched set of objects, such as a suit of clothes or pair of boots). Applying the liquid takes 1 minute. It removes soiling, stains, and residue, and it neutralizes and removes odors, unless those odors are particularly pungent, such as in skunks or creatures with the Stench trait. Once the potion has cleaned the target, it evaporates, leaving the creature or object both clean and dry.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5067,7 +4814,6 @@ "desc": "While wearing this rust red cloak, your blood quickly clots. When you are subjected to an effect that causes additional damage on subsequent rounds due to bleeding, blood loss, or continual necrotic damage, such as a horned devil's tail attack or a sword of wounding, the effect ceases after a single round of damage. For example, if a stirge hits you with its proboscis, you take the initial damage, plus the damage from blood loss on the following round, after which the wound clots, the stirge detaches, and you take no further damage. The cloak doesn't prevent a creature from using such an attack or effect again; a horned devil or a stirge can attack you again, though the cloak will continue to stop any recurring effects after a single round.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5087,7 +4833,6 @@ "desc": "This delicate cloak is covered in an array of pink, purple, and yellow flowers. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide in areas containing flowering plants. The cloak has 3 charges. When a creature you can see targets you with an attack, you can use your reaction to expend 1 of its charges to release a shower of petals from the cloak. If you do so, the attacker has disadvantage on the attack roll. The cloak regains 1d3 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5107,7 +4852,6 @@ "desc": "The interior of this simple, black cloak looks like white sailcloth. While wearing this cloak, you gain a +1 bonus to AC and saving throws. You lose this bonus while using the cloak's Sailcloth property.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5127,7 +4871,6 @@ "desc": "This wool brocade cloak features a repeating pattern of squirrel heads and tree branches. It has 3 charges and regains all expended charges daily at dawn. While wearing this cloak, you can use an action to expend 1 charge to cast the legion of rabid squirrels spell (see Deep Magic for 5th Edition) from it. You don't need to be in a forest to cast the spell from this cloak, as the squirrels come from within the cloak. When the spell ends, the swarm vanishes back inside the cloak.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5147,7 +4890,6 @@ "desc": "While wearing this cloak, your Constitution score is 15, and you have proficiency in the Athletics skill. The cloak has no effect if you already have proficiency in this skill or if your Constitution score is already 15 or higher.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5167,7 +4909,6 @@ "desc": "While wearing this rough, blue-gray leather cloak, you have a swimming speed of 40 feet. When you are hit with a melee weapon attack while wearing this cloak, you can use your reaction to generate a powerful electric charge. The attacker must succeed on a DC 13 Dexterity saving throw or take 2d6 lightning damage. The attacker has disadvantage on the saving throw if it hits you with a metal weapon. The cloak can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5187,7 +4928,6 @@ "desc": "This voluminous grey cloak has bright red trim and the sigil from an unknown empire on its back. The cloak is stiff and doesn't fold as easily as normal cloth. Whenever you are struck by a ranged weapon attack, you can use a reaction to reduce the damage from that attack by your Charisma modifier (minimum of 1).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5207,7 +4947,6 @@ "desc": "This cloak is spun from simple gray wool and closed with a plain, triangular copper clasp. While wearing this cloak, you can use a bonus action to make yourself forgettable for 5 minutes. A creature that sees you must make a DC 15 Intelligence saving throw as soon as you leave its sight. On a failure, the witness remembers seeing a person doing whatever you did, but it doesn't remember details about your appearance or mannerisms and can't accurately describe you to another. Creatures with truesight aren't affected by this cloak. The cloak can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5227,7 +4966,6 @@ "desc": "While wearing this cloak, you can use an action to transform into a mountain ram (use the statistics of a giant goat). This effect works like the polymorph spell, except you retain your Intelligence, Wisdom, and Charisma scores. You can use an action to transform back into your original form. Each time you transform into a ram in a single day, you retain the hit points you had the last time you transformed. If you were reduced to 0 hit points the last time you were a ram, you can't become a ram again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5247,7 +4985,6 @@ "desc": "While wearing this gray garment, you have a +5 bonus to your passive Wisdom (Perception) score.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5267,7 +5004,6 @@ "desc": "From a distance, this long, black cloak appears to be in tatters, but a closer inspection reveals that it is sewn from numerous scraps of cloth and shaped like bat wings. While wearing this cloak, you can use your action to cast polymorph on yourself, transforming into a swarm of bats. While in the form of a swarm of bats, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. If you are a druid with the Wild Shape feature, this transformation instead lasts as long as your Wild Shape lasts. The cloak can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5287,7 +5023,6 @@ "desc": "This metal gauntlet has a steam-powered ram built into the greaves. It has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the gauntlet, you can expend 1 charge as a bonus action to force the ram in the gauntlets to slam a creature within 5 feet of you. The ram thrusts out from the gauntlet and makes its attack with a +5 bonus. On a hit, the target takes 2d8 bludgeoning damage, and it must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5307,7 +5042,6 @@ "desc": "A beautiful work of articulate brass, this prosthetic clockwork hand (or hands) can't be worn if you have both of your hands. While wearing this hand, you gain a +2 bonus to damage with melee weapon attacks made with this hand or weapons wielded in this hand.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5327,7 +5061,6 @@ "desc": "Gifted by a deity of time and clockwork, these simple-seeming trinkets portend some momentous event. The figurine resembles a hare with a clock in its belly. You can use an action to press the ears down and activate the clock, which spins chaotically. The hare emits a field of magic in a 30- foot radius from it for 1 hour. The field moves with the hare, remaining centered on it. While within the field, you and up to 5 willing creatures of your choice exist outside the normal flow of time, and all other creatures and objects are frozen in time. If an affected creature moves outside the field, the creature immediately becomes frozen in time until it is in the field again. The field ends early if an affected creature attacks, touches, alters, or has any other physical or magical impact on a creature, or an object being worn or carried by a creature, that is frozen in time. When the field ends, the figurine turns into a nonmagical, living white hare that goes bounding off into the distance, never to be seen again.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5347,7 +5080,6 @@ "desc": "This clockwork mace is composed of several different metals. While attuned to this magic weapon, you have proficiency with it. As a bonus action, you can command the mace to transform into a trident. When you hit with an attack using this weapon's trident form, the target takes an extra 1d6 radiant damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5367,7 +5099,6 @@ "desc": "This mechanical brass bird is nine inches long from the tip of its beak to the end of its tail, and it can become active for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. If you use your action to speak the first command word (“listen” in Ignan), it cocks its head and listens intently to all nearby sounds with a passive Wisdom (Perception) of 17 for up to 10 minutes. When you give the second command word (“speak”), it repeats back what it heard in a metallic-sounding—though reasonably accurate—portrayal of the sounds. You can use the clockwork mynah bird to relay sounds and conversations it has heard to others. As an action, you can command the mynah to fly to a location it has previously visited within 1 mile. It waits at the location for up to 1 hour for someone to command it to speak. At the end of the hour or after it speaks its recording, it returns to you. The clockwork mynah bird has an Armor Class of 14, 5 hit points, and a flying speed of 50 feet.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5387,7 +5118,6 @@ "desc": "This pendant resembles an ornate, miniature clock and has 3 charges. While holding this pendant, you can expend 1 charge as an action to cast the blur, haste, or slow spell (save DC 15) from it. The spell's duration changes to 3 rounds, and it doesn't require concentration. You can have only one spell active at a time. If you cast another, the previous spell effect ends. It regains 1d3 expended charges daily at dawn. If the pendant is destroyed (AC 14, 15 hit points) while it has 3 charges, it creates a temporal distortion for 1d4 rounds. For the duration, each creature and object that enters or starts its turn within 10 feet of the pendant has immunity to all damage, all spells, and all other physical or magical effects but is otherwise able to move and act normally. If a creature moves further than 10 feet from the pendant, these effects end for it. At the end of the duration, the pendant crumbles to dust.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5407,7 +5137,6 @@ "desc": "Made by kobold clockwork mages, this brass clockwork ring is formed to look like a coiled dragon. When you speak or whisper the Draconic command word etched on the inside of the ring, the brass dragon uncoils and attempts to pick any lock within 10 feet of you. The dragon picks the lock using your proficiency bonus but with advantage. It is treated as having thieves' tools when attempting to pick locks. It uses your Dexterity (Stealth) bonus for purposes of not being spotted but with advantage due to its extremely small size. Whether successful or not, once you have used the ring to attempt to pick a lock, it can't be used again until the next sunset.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5427,7 +5156,6 @@ "desc": "This hooded cloak is made from black spider silk and has thin brass ribbing stitched on the inside. It has 3 charges. While wearing the cloak, you gain a +2 bonus on Dexterity (Stealth) checks. As an action, you can expend 1 charge to animate the brass ribs into articulated spider legs 1 inch thick and 6 feet long for 1 minute. You can use the charges in succession. The spider legs allow you to climb at your normal walking speed, and you double your proficiency bonus and gain advantage on any Strength (Athletics) checks made for slippery or difficult surfaces. The cloak regains 1d3 charges each day at sunset.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5447,7 +5175,6 @@ "desc": "This small golden box resembles a jewelry box and is easily mistaken for a common trinket. When attuned to the box, its owner can fill the box with mental images of important events lasting no more than 1 minute each. Any number of memories can be stored this way. These images are similar to a slide show from the bearer's point of view. On a command from its owner, the box projects a mental image of a requested memory so that whoever is holding the box at that moment can see it. If a coffer of memory is found with memories already stored inside it, a newly-attuned owner can view a randomly-selected stored memory with a successful DC 15 Charisma check.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5467,7 +5194,6 @@ "desc": "This worked leather collar has stitching in the shapes of various animals. While a beast wears this collar, its base AC becomes 13 + its Dexterity modifier. It has no effect if the beast's base AC is already 13 or higher. This collar affects only beasts, which can include a creature affected by the polymorph spell or a druid assuming a beast form using Wild Shape.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5487,7 +5213,6 @@ "desc": "While wearing the slippers, your feet feel warm and comfortable, no matter what the ambient temperature.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5507,7 +5232,6 @@ "desc": "This helmet sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The type of light given off by the helm depends on the aesthetic desired by its creator. Some are surrounded in a wreath of hellish (though illusory) flames, while others give off a soft, warm halo of white or golden light. You can use an action to start or stop the light. While wearing the helm, you can use an action to make your voice loud enough to be heard clearly by anyone within 300 feet of you until the end of your next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5527,7 +5251,6 @@ "desc": "This armor is typically emblazoned or decorated with imagery of lions, bears, griffons, eagles, or other symbols of bravery and courage. While wearing this armor, your voice can be clearly heard by all friendly creatures within 300 feet of you if you so choose. Your voice doesn't carry in areas where sound is prevented, such as in the area of the silence spell. Each friendly creature that can see or hear you has advantage on saving throws against being frightened. You can use a bonus action to rally a friendly creature that can see or hear you. The target gains a +1 bonus to attack or damage rolls on its next turn. Once you have rallied a creature, you can't rally that creature again until it finishes a long rest.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5547,7 +5270,6 @@ "desc": "This golden mask resembles a stern face, glowering at the world. While wearing this mask, you have advantage on saving throws against being frightened. The mask has 7 charges for the following properties, and it regains 1d6 + 1 expended charges daily at midnight.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5567,7 +5289,6 @@ "desc": "When you wear this simple, homespun scarf around your neck or head, it casts a minor glamer over you that makes you blend in with the people around you, avoiding notice. When in an area containing 25 or more humanoids, such as a city street, market place, or other public locale, Wisdom (Perception) checks to spot you amid the crowd have disadvantage. This item's power only works for creatures of the humanoid type or those using magic to take on a humanoid form.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5587,7 +5308,6 @@ "desc": "This flute is carved with skulls and can be used as a spellcasting focus. If you spend 10 minutes playing the flute over a dead creature, you can cast the speak with dead spell from the flute. The flute can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5607,7 +5327,6 @@ "desc": "Developed by wizards with an interest in the culinary arts, this simple broth mends the wounds of companion animals and familiars. When a beast or familiar consumes this broth, it regains 2d4 + 2 hit points. Alternatively, you can mix a flower petal into the broth, and the beast or familiar gains 2d4 temporary hit points for 8 hours instead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5627,7 +5346,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the target loses its resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. If it has immunity to bludgeoning, piercing, and slashing damage, its immunity instead becomes resistance to such damage until the start of your next turn. If the creature doesn't have resistance or immunity to such damage, you roll your damage dice three times, instead of twice.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5647,7 +5365,6 @@ "desc": "This bone mace is crafted from a humanoid femur. One end is carved to resemble a ghoulish face, its mouth open wide and full of sharp fangs. The mace has 8 charges, and it recovers 1d6 + 2 charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic mace. When it hits a creature, the mace's mouth stretches gruesomely wide and bites the target, adding 3 (1d6) piercing damage to the attack. As a reaction, you can expend 1 charge to regain hit points equal to the piercing damage dealt. Alternatively, you can use your reaction to expend 5 charges when you hit a Medium or smaller creature and force the mace to swallow the target. The target must succeed on a DC 15 Dexterity saving throw or be swallowed into an extra-dimensional space within the mace. While swallowed, the target is blinded and restrained, and it has total cover against attacks and other effects outside the mace. The target can still breathe. As an action, you can force the mace to regurgitate the creature, which falls prone in a space within 5 feet of the mace. The mace automatically regurgitates a trapped creature at dawn when it regains charges.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5667,7 +5384,6 @@ "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5687,7 +5403,6 @@ "desc": "This piece of dead, white brain coral glistens with a myriad of colors when placed underwater. While holding this coral underwater, you can use an action to cause a beam of colored light to streak from the coral toward a creature you can see within 60 feet of you. The target must make a DC 17 Constitution saving throw. The beam's color determines its effects, as described below. Each color can be used only once. The coral regains the use of all of its colors at the next dawn if it is immersed in water for at least 1 hour.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5707,7 +5422,6 @@ "desc": "When you drink this tangy, violet liquid, your mind opens to new forms of communication. For 1 hour, if you spend 1 minute listening to creatures speaking a particular language, you gain the ability to communicate in that language for the duration. This potion's magic can also apply to non-verbal languages, such as a hand signal-based or dance-based language, so long as you spend 1 minute watching it being used and have the appropriate anatomy and limbs to communicate in the language.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5727,7 +5441,6 @@ "desc": "This amulet is made from the skulls of grave rats or from scrimshawed bones of the ignoble dead. While wearing it, you have resistance to necrotic damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5747,7 +5460,6 @@ "desc": "This golden bracelet is set with ten glistening crystal bangles that tinkle when they strike one another. When you must make a saving throw against being charmed or frightened, the crystals vibrate, creating an eerie melody, and you have advantage on the saving throw. If you fail the saving throw, you can choose to succeed instead by forcing one of the crystals to shatter. Once all ten crystals have shattered, the bracelet loses its magic and crumbles to powder.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5767,7 +5479,6 @@ "desc": "This perfume has a sweet, floral scent and captivates those with high social standing. The perfume can cover one Medium or smaller creature, and applying it takes 1 minute. For 1 hour, the affected creature gains a +5 bonus to Charisma checks made to socially interact with or influence nobles, politicians, or other individuals with high social standing.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5787,7 +5498,6 @@ "desc": "These gloves are shaped like crab claws but fit easily over your hands. While wearing these gloves, you can take the Attack action to make two melee weapon attacks with the claws. You are proficient with the claws. Each claw has a reach of 5 feet and deals bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you hit a creature of your size or smaller using a claw, you automatically grapple the creature with the claw. You can have no more than two creatures grappled in this way at a time. While grappling a target with a claw, you can't attack other creatures with that claw. While wearing the gloves, you have disadvantage on Charisma and Dexterity checks, but you have advantage on checks while operating an apparatus of the crab and on attack rolls with the apparatus' claws. In addition, you can't wield weapons or a shield, and you can't cast a spell that has a somatic component. A creature with an Intelligence of 8 or higher that has two claws can wear these gloves. If it does so, it has two appropriately sized humanoid hands instead of claws. The creature can wield weapons with the hands and has advantage on Dexterity checks that require fine manipulation. Pulling the gloves on or off requires an action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5807,7 +5517,6 @@ "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5827,7 +5536,6 @@ "desc": "This leathery mass of dried meat was once a humanoid heart, taken from an individual that died while experiencing great terror. You can use an action to whisper a command word and hurl the heart to the ground, where it revitalizes and begins to beat rapidly and loudly for 1 minute. Each creature withing 30 feet of the heart has disadvantage on saving throws against being frightened. At the end of the duration, the heart bursts from the strain and is destroyed. The heart can be attacked and destroyed (AC 11; hp 3; resistance to bludgeoning damage). If the heart is destroyed before the end if its duration, each creature within 30 feet of the heart must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. This bugbear necromancer was once the henchman of an accomplished practitioner of the dark arts named Varrus. She started as a bodyguard and tough, but her keen intellect caught her master's attention. He eventually took her on as an apprentice. Moxug is fascinated with fear, and some say she doesn't eat but instead sustains herself on the terror of her victims. She eventually betrayed Varrus, sabotaging his attempt to become a lich, and luxuriated in his fear as he realized he would die rather than achieve immortality. According to rumor, the first craven's heart she crafted came from the body of her former master.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5847,7 +5555,6 @@ "desc": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5867,7 +5574,6 @@ "desc": "This rolled bundle of red felt is 3-feet long and 1-foot wide, and it weighs 10 pounds. You can use an action to speak the carpet's command word to cause it to unroll, creating a horizontal walking surface or bridge up to 10 feet wide, up to 60 feet long, and 1/4 inch thick. The carpet doesn't need to be anchored and can hover. The carpet has immunity to all damage and isn't affected by the dispel magic spell. The disintegrate spell destroys the carpet. The carpet remains unrolled until you use an action to repeat the command word, causing it to roll up again. When you do so, the carpet can't be unrolled again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5887,7 +5593,6 @@ "desc": "This arrow is a magic weapon powered by the sacrifice of your own life energy and explodes upon impact. If you hit a creature with this arrow, you can spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and each creature within 10 feet of the target, including the target, must make a DC 15 Dexterity saving throw, taking necrotic damage equal to the hit points you lost on a failed save, or half as much damage on a successful one. You can't use this feature of the arrow if you don't have blood. Hit Dice spent on this arrow's feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5907,7 +5612,6 @@ "desc": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5927,7 +5631,6 @@ "desc": "While wearing this armor fashioned from crocodile skin, you gain a +1 bonus to AC. In addition, you can hold your breath for 15 minutes, and you have a swimming speed equal to your walking speed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5947,7 +5650,6 @@ "desc": "This plain crook is made of smooth, worn lotus wood and is warm to the touch.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5967,7 +5669,6 @@ "desc": "The swirling gold bands of this crown recall the shape of desert dunes, and dozens of tiny emeralds, rubies, and sapphires nest among the skillfully forged curlicues. While wearing the crown, you gain the following benefits: Your Intelligence score is 25. This crown has no effect on you if your Intelligence is already 25 or higher. You have a flying speed equal to your walking speed. While you are wearing no armor and not wielding a shield, your Armor Class equals 16 + your Dexterity modifier.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5987,7 +5688,6 @@ "desc": "A bronze boss is set in the center of this round shield. When you attune to the shield, the boss changes shape, becoming a symbol of your divine connection: a holy symbol for a cleric or paladin or an engraving of mistletoe or other sacred plant for a druid. You can use the shield as a spellcasting focus for your spells.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6007,7 +5707,6 @@ "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6027,7 +5726,6 @@ "desc": "Carved from a single piece of solid crystal, this staff has numerous reflective facets that produce a strangely hypnotic effect. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: color spray (1 charge), confound senses* (3 charges), confusion (4 charges), hypnotic pattern (3 charges), jeweled fissure* (3 charges), prismatic ray* (5 charges), or prismatic spray (7 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to light or confusion. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the crystal shatters, destroying the staff and dealing 2d6 piercing damage to each creature within 10 feet of it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6047,7 +5745,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause sharp, pointed barbs to sprout from this blade. The barbs remain for 1 minute. When you hit a creature while the barbs are active, the creature must succeed on a DC 15 Dexterity saving throw or a barb breaks off into its flesh and the dagger loses its barbs. At the start of each of its turns, a creature with a barb in its flesh must make a DC 15 Constitution saving throw. On a failure, it has disadvantage on attack rolls and ability checks until the start of its next turn as it is wracked with pain. The barb remains until a creature uses its action to remove the barb, dealing 1d4 piercing damage to the barbed creature. Once you cause barbs to sprout from the dagger, you can't do so again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6067,7 +5764,6 @@ "desc": "After you pour these magic caltrops out of the bag into an area, you can use a bonus action to animate them and command them to move up to 10 feet to occupy a different square area that is 5 feet on a side.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6087,7 +5783,6 @@ "desc": "This 2-inch-long plant has a humanoid shape, and a large purple flower sits at the top of the plant on a short, neck-like stalk. Small, serrated thorns on its arms and legs allow it to cling to your clothing, and it most often dances along your arm or across your shoulders. While attuned to the floret, you have proficiency in the Performance skill, and you double your proficiency bonus on Charisma (Performance) checks made while dancing. The floret has 3 charges for the following other properties. The floret regains 1d3 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6107,7 +5802,6 @@ "desc": "This ink is favored by merchants for eye-catching banners and by toy makers for scrolls and books for children. Typically found in 1d4 pots, this ink allows you to draw an illustration that moves about the page where it was drawn, whether that is an illustration of waves crashing against a shore along the bottom of the page or a rabbit leaping over the page's text. The ink wears away over time due to the movement and fades from the page after 2d4 weeks. The ink moves only when exposed to light, and some long-forgotten tomes have been opened to reveal small, moving illustrations drawn by ancient scholars. One pot can be used to fill 25 pages of a book or a similar total area for larger banners.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6127,7 +5821,6 @@ "desc": "Favored by spies, this quill and parchment are magically linked as long as both remain on the same plane of existence. When a creature writes or draws on any surface with the quill, that writing or drawing appears on its linked parchment, exactly as it would appear if the writer was writing or drawing on the parchment with black ink. This effect doesn't prevent the quill from being used as a standard quill on a nonmagical piece of parchment, but this written communication is one-way, from quill to parchment. The quill's linked parchment is immune to all nonmagical inks and stains, and any magical messages written on the parchment disappear after 1 minute and aren't conveyed to the creature holding the quill. The parchment is approximately 9 inches wide by 13 inches long. If the quill's writing exceeds the area of the parchment, the older writing fades from the top of the sheet, replaced by the newer writing. Otherwise, the quill's writing remains on the parchment for 24 hours, after which time all writing fades from it. If either item is destroyed, the other item becomes nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6147,7 +5840,6 @@ "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6167,7 +5859,6 @@ "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6187,7 +5878,6 @@ "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6207,7 +5897,6 @@ "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6227,7 +5916,6 @@ "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6247,7 +5935,6 @@ "desc": "The blade of this magic weapon gleams with a faint golden shine, and the pommel is etched with a sunburst. As a bonus action, you can command the weapon to shed dim light out to 5 feet, to shed bright light out to 20 feet and dim light for an additional 20 feet, or to douse the light. The weapon deals an extra 1d6 radiant damage to any creature it hits. This increases to 2d6 radiant damage if the target is undead or a creature of shadow.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6267,7 +5954,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic arrow. On a hit, the arrow transforms into a 10-foot-long wooden log centered on the target, destroying the arrow. The target and each creature in the log's area must make a DC 15 Dexterity saving throw. On a failure, a creature takes 3d6 bludgeoning damage and is knocked prone and restrained under the log. On a success, a creature takes half the damage and isn't knocked prone or restrained. A restrained creature can take its action to free itself by succeeding on a DC 15 Strength check. The log lasts for 1 minute then crumbles to dust, freeing those restrained by it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6287,7 +5973,6 @@ "desc": "Made from woven lead and silver, this ring fits only on the hand's smallest finger. As the moon is a dull reflection of the sun's glory, so too is the power within this ring merely an imitation of the healing energies that can bestow true life. The ring has 3 charges and regains all expended charges daily at dawn. While wearing the ring, you can expend 1 charge as a bonus action to gain 5 temporary hit points for 1 hour.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6307,7 +5992,6 @@ "desc": "This small, thick, parchment card displays an accurate portrait of the person carrying it. You can use an action to toss the card on the ground at a point within 10 feet of you. An illusion of you forms over the card and remains until dispelled. The illusion appears real, but it can do no harm. While you are within 120 feet of the illusion and can see it, you can use an action to make it move and behave as you wish, as long as it moves no further than 10 feet from the card. Any physical interaction with your illusory double reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect your illusory double identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until the card is moved or the illusion is dispelled. When the illusion ends, the card's face becomes blank, and the card becomes nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6327,7 +6011,6 @@ "desc": "This fist-sized sphere of blue quartz emits cold. If placed in a container with a capacity of up to 5 cubic feet, it keeps the internal temperature of the container at a consistent 40 degrees Fahrenheit. This can keep liquids chilled, preserve cooked foods for up to 1 week, raw meats for up to 3 days, and fruits and vegetables for weeks. If you hold the orb without gloves or other insulating method, you take 1 cold damage each minute you hold it. At the GM's discretion, the orb's cold can be applied to other uses, such as keeping it in contact with a hot item to cool down the item enough to be handled, wrapping it and using it as a cooling pad to bring down fever or swelling, or similar.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6347,7 +6030,6 @@ "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6367,7 +6049,6 @@ "desc": "While you wear these boots, your walking speed increases by 10 feet, and you gain a +1 bonus to Dexterity saving throws.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6387,7 +6068,6 @@ "desc": "When you wear this burgundy face covering, it transforms your face into a shark-like visage, and the mask sprouts wicked horns. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls with this magic bite. In addition, you have advantage on Charisma (Intimidation) checks while wearing this mask.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6407,7 +6087,6 @@ "desc": "This gold coin bears the face of a leering devil on the obverse. If it is placed among other coins, it changes its appearance to mimic its neighbors, doing so over the course of 1 hour. This is a purely cosmetic change, and it returns to its original appearance when grasped by a creature with an Intelligence of 5 or higher. You can use a bonus action to toss the coin up to 20 feet. When the coin lands, it transforms into a barbed devil. The devil vanishes after 1 hour or when it is reduced to 0 hit points. When the devil vanishes, the coin reappears in a collection of at least 20 gold coins elsewhere on the same plane where it vanished. The devil is friendly to you and your companions. Roll initiative for the devil, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the devil, it defends itself from hostile creatures but otherwise takes no actions. If you are reduced to 0 hit points and the devil is still alive, it moves to your body and uses its action to grab your soul. You must succeed on a DC 15 Charisma saving throw or the devil steals your soul and you die. If the devil fails to grab your soul, it vanishes as if slain. If the devil grabs your soul, it uses its next action to transport itself back to the Hells, disappearing in a flash of brimstone. If the devil returns to the Hells with your soul, its coin doesn't reappear, and you can be restored to life only by means of a true resurrection or wish spell.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6427,7 +6106,6 @@ "desc": "This thin wand is fashioned from the fiendish quill of a barbed devil. While attuned to it, you have resistance to cold damage. The wand has 6 charges for the following properties. It regains 1d6 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into cinders and is destroyed. Hurl Flame. While holding the wand, you can expend 2 charges as an action to hurl a ball of devilish flame at a target you can see within 150 feet of you. The target must succeed on a DC 15 Dexterity check or take 3d6 fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire. Devil's Sight. While holding the wand, you can expend 1 charge as an action to cast the darkvision spell on yourself. Magical darkness doesn't impede this darkvision.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6447,7 +6125,6 @@ "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6467,7 +6144,6 @@ "desc": "Woven from the hair of celestials and fiends, this shimmering iridescent net can subdue and capture otherworldly creatures. You have a +1 bonus to attack rolls with this magic weapon. In addition to the normal effects of a net, this net prevents any Large or smaller aberration, celestial, or fiend hit by it from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. When such a creature is bound in this way, a creature must succeed on a DC 30 Strength (Athletics) check to free the bound creature. The net has immunity to damage dealt by the bound creature, but another creature can deal 20 slashing damage to the net and free the bound creature, ending the effect. The net has AC 15 and 30 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the net drops to 0 hit points, it is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6487,7 +6163,6 @@ "desc": "This weapon is an exquisitely crafted rapier set in a silver and leather scabbard. The blade glows a faint stormy blue and is encircled by swirling wisps of clouds. You gain a +3 bonus to attack and damage rolls made with this magic weapon. This weapon, when unsheathed, sheds dim blue light in a 20-foot radius. When you hit a creature with it, you can expend 1 Bardic Inspiration to impart a sense of overwhelming grief in the target. A creature affected by this grief must succeed on a DC 15 Wisdom saving throw or fall prone and become incapacitated by sadness until the end of its next turn. Once a month under an open sky, you can use a bonus action to speak this magic sword's command word and cause the sword to sing a sad dirge. This dirge conjures heavy rain (or snow in freezing temperatures) in the region for 2d6 hours. The precipitation falls in an X-mile radius around you, where X is equal to your level.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6507,7 +6182,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the dagger, you have advantage on saving throws against being frightened.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6527,7 +6201,6 @@ "desc": "This gold coin is plain and matches the dominant coin of the region. Typically, 2d6 distracting doubloons are found together. You can use an action to toss the coin up to 20 feet. The coin bursts into a flash of golden light on impact. Each creature within a 15-foot radius of where the coin landed must succeed on a DC 11 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the coin for 1 minute. If an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. At the end of the duration, the coin crumbles to dust and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6547,7 +6220,6 @@ "desc": "A rough predecessor to the ring of djinni summoning and the ring elemental command, this clay vessel is approximately a foot long and half as wide. An iron stopper engraved with a rune of binding seals its entrance. If the vessel is empty, you can use an action to remove the stopper and cast the banishment spell (save DC 15) on a celestial, elemental, or fiend within 60 feet of you. At the end of the spell's duration, if the target is an elemental, it is trapped in this vessel. While trapped, the elemental can take no actions, but it is aware of occurrences outside of the vessel and of other djinn vessels. You can use an action to remove the vessel's stopper and release the elemental the vessel contains. Once released, the elemental acts in accordance with its normal disposition and alignment.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6567,7 +6239,6 @@ "desc": "This ceramic jar contains 1d4 + 1 doses of a thick, creamy substance that smells faintly of pork fat. The jar and its contents weigh 1/2 a pound. Applying a single dose to your body takes 1 minute. For 24 hours or until it is washed off with an alcohol solution, you can change your appearance, as per the Change Appearance option of the alter self spell. For the duration, you can use a bonus action to return to your normal form, and you can use an action to return to the form of the mimicked creature. If you add a piece of a specific creature (such as a single hair, nail paring, or drop of blood), the ointment becomes more powerful allowing you to flawlessly imitate that creature, as long as its body shape is humanoid and within one size category of your own. While imitating that creature, you have advantage on Charisma checks made to convince others you are that specific creature, provided they didn't see you change form.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6587,7 +6258,6 @@ "desc": "This razor-sharp blade, little more than leather straps around the base of a large tooth, still carries the power of a dragon. This weapon's properties are determined by the type of dragon that once owned this tooth. The GM chooses the dragon type or determines it randomly from the options below. When you hit with an attack using this magic sword, the target takes an extra 1d6 damage of a type determined by the kind of dragon that once owned the tooth. In addition, you have resistance to the type of damage associated with that dragon. | d6 | Damage Type | Dragon Type |\n| --- | ----------- | ------------------- |\n| 1 | Acid | Black or Copper |\n| 2 | Fire | Brass, Gold, or Red |\n| 3 | Poison | Green |\n| 4 | Lightning | Blue or Bronze |\n| 5 | Cold | Silver or White |\n| 6 | Necrotic | Undead |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6607,7 +6277,6 @@ "desc": "The liquid in this tiny vial is golden and has a heady, floral scent. When you drink the draught, it fortifies your body and mind, removing any infirmity caused by old age. You stop aging and are immune to any magical and nonmagical aging effects. The magic of the ambrosia lasts ten years, after which time its power fades, and you are once again subject to the ravages of time and continue aging.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6627,7 +6296,6 @@ "desc": "When you drink this potion, you transform into a black-feathered owl for 1 hour. This effect works like the polymorph spell, except you can take only the form of an owl. While you are in the form of an owl, you retain your Intelligence, Wisdom, and Charisma scores. If you are a druid with the Wild Shape feature, you can transform into a giant owl instead. Drinking this potion doesn't expend a use of Wild Shape.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6647,7 +6315,6 @@ "desc": "The abdomen of this beetleshaped brooch is decorated with the grim semblance of a human skull. If you hold it in your hand for 1 round, an Abyssal inscription appears on its surface, revealing its magical nature. While wearing this brooch, you gain the following benefits:\n- You have advantage on saving throws against spells.\n- The scarab has 9 charges. If you fail a saving throw against a conjuration spell or a harmful effect originating from a celestial creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into dust and is destroyed when its last charge is expended.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6667,7 +6334,6 @@ "desc": "This small packet contains soot-like dust. There is enough of it for one use. When you use an action to blow the choking dust from your palm, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw, taking 3d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails this saving throw can't speak until the end of its next turn as it chokes on the dust. Alternatively, you can use an action to throw the dust into the air, affecting yourself and each creature within 30 feet of you with the dust.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6687,7 +6353,6 @@ "desc": "You can scatter this fine, silvery-gray dust on the ground as an action, covering a 10-foot-square area. There is enough dust in one container for up to 5 uses. When a creature moves over an area covered in the dust, it has advantage on Dexterity (Stealth) checks to remain unheard. The effect remains until the dust is swept up, blown away, or tracked away by the traffic of eight or more creatures passing through the area.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6707,7 +6372,6 @@ "desc": "This stoppered vial is filled with dust and ash. There is enough of it for one use. When you use an action to sprinkle the dust on a willing humanoid, the target falls into a death-like slumber for 8 hours. While asleep, the target appears dead to all mundane and magical means, but spells that target the dead, such as the speak with dead spell, fail when used on the target. The cause of death is not evident, though any wounds the target has taken remain visible. If the target takes damage while asleep, it has resistance to the damage. If the target is reduced to below half its hit points while asleep, it must succeed on a DC 15 Constitution saving throw to wake up. If the target is reduced to 5 hit points or fewer while asleep, it wakes up. If the target is unwilling, it must succeed on a DC 11 Constitution saving throw to avoid the effect of the dust. A sleeping creature is considered an unwilling target.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6727,7 +6391,6 @@ "desc": "The exterior of this silk cape is lined with giant eagle feathers. When you fall while wearing this cape, you descend 60 feet per round, take no damage from falling, and always land on your feet. In addition, you can use an action to speak the cloak's command word. This turns the cape into a pair of eagle wings which give you a flying speed of 60 feet for 1 hour or until you repeat the command word as an action. When the wings revert back to a cape, you can't use the cape in this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6747,7 +6410,6 @@ "desc": "Aside from a minor difference in size, these simple golden hoops are identical to one another. Each hoop has 1 charge and provides a different magical effect. Each hoop regains its expended charge daily at dawn. You must be wearing both hoops to use the magic of either hoop.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6767,7 +6429,6 @@ "desc": "These two cubes of smoked quartz are mounted on simple, silver posts. While you are wearing these earrings, you can take the Hide action while you are motionless in an area of dim light or darkness even when a creature can see you or when you have nothing to obscure you from the sight of a creature that can see you. If you are in darkness when you use the Hide action, you have advantage on the Dexterity (Stealth) check. If you move, attack, cast a spell, or do anything other than remain motionless, you are no longer hidden and can be detected normally.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6787,7 +6448,6 @@ "desc": "The deep blue pearls forming the core of these earrings come from oysters that survive being struck by lightning. While wearing these earrings, you gain the following benefits:\n- You have resistance to lightning and thunder damage.\n- You can understand Primordial. When it is spoken, the pearls echo the words in a language you can understand, at a whisper only you can hear.\n- You can't be deafened.\n- You can breathe air and water. - As an action, you can cast the sleet storm spell (save DC 15) from the earrings. The earrings can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6807,7 +6467,6 @@ "desc": "These obsidian shards are engraved with words in Deep Speech, and their presence disquiets non-evil, intelligent creatures. The writing on the shards is obscure, esoteric, and possibly incomplete. The shards have 10 charges and give you access to a powerful array of Void magic spells. While holding the shards, you use an action to expend 1 or more of its charges to cast one of the following spells from them, using your spell save DC and spellcasting ability: living shadows* (5 charges), maddening whispers* (2 charges), or void strike* (3 charges). You can also use an action to cast the crushing curse* spell from the shards without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness or madness. The shards regain 1d6 + 4 expended charges daily at dusk. Each time you use the ebon shards to cast a spell, you must succeed on a DC 12 Charisma saving throw or take 2d6 psychic damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6827,7 +6486,6 @@ "desc": "This clear liquid glitters with miniscule particles of light. A bottle of this potion contains 6 doses, and its lid comes with a built-in dropper. You can use an action to apply 1 dose to the eyes of a blinded creature. The blinded condition is suppressed for 2d4 rounds. If the blinded condition has a duration, subtract those rounds from the total duration; if doing so reduces the overall duration to 0 rounds or less, then the condition is removed rather than suppressed. This eyewash doesn't work on creatures that are naturally blind, such as grimlocks, or creatures blinded by severe damage or removal of their eyes.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6847,7 +6505,6 @@ "desc": "This bone rod is carved into the shape of twisting tendrils or tentacles. You can use this rod as an arcane focus. The rod has 3 charges and regains all expended charges daily at dawn. When you cast a spell that requires an attack roll and that deals damage while holding this rod, you can expend 1 of its charges as part of the casting to enhance that spell. If the attack hits, the spell also releases tendrils that bind the target, grappling it for 1 minute. At the start of each of your turns, the grappled target takes 1d6 damage of the same type dealt by the spell. At the end of each of its turns, the grappled target can make a Dexterity saving throw against your spell save DC, freeing itself from the tendrils on a success. The rod's magic can grapple only one target at a time. If you use the rod to grapple another target, the effect on the previous target ends.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6867,7 +6524,6 @@ "desc": "These cloth arm wraps are decorated with elemental symbols depicting flames, lightning bolts, snowflakes, and similar. You have resistance to acid, cold, fire, lightning, or thunder damage while you wear these arm wraps. You choose the type of damage when you first attune to the wraps, and you can choose a different type of damage at the end of a short or long rest. The wraps have 10 charges. When you hit with an unarmed strike while wearing these wraps, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 damage of the type to which you have resistance. The wraps regain 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the wraps unravel and fall to the ground, becoming nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6887,7 +6543,6 @@ "desc": "This elixir looks, smells, and tastes like a potion of heroism; however, it is actually a poisonous elixir masked by illusion magic. An identify spell reveals its true nature. If you drink it, you must succeed on a DC 15 Constitution saving throw or be corrupted by the diabolical power within the elixir for 1 week. While corrupted, you lose immunity to diseases, poison damage, and the poisoned condition. If you aren't normally immune to poison damage, you instead have vulnerability to poison damage while corrupted. The corruption can be removed with greater restoration or similar magic.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6907,7 +6562,6 @@ "desc": "The milky-white liquid in this vial smells of jasmine and sandalwood. When you drink this potion, you fall into a deep sleep, from which you can't be physically awakened, for 1 hour. A successful dispel magic (DC 13) cast on you awakens you but cancels any beneficial effects of the elixir. When you awaken at the end of the hour, you benefit from the sleep as if you had finished a long rest.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6927,7 +6581,6 @@ "desc": "This deep amber concoction seems to glow with an inner light. When you drink this potion, you have advantage on the next ability check you make within 10 minutes, then the elixir's effect ends.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6947,7 +6600,6 @@ "desc": "When you drink this sweet, oily, black liquid, you can imitate the voice of a single creature that you have heard speak within the past 24 hours. The effects last for 3 minutes.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6967,7 +6619,6 @@ "desc": "This pearlescent fluid perpetually swirls inside its container with a slow kaleidoscopic churn. When you drink this potion, you can cast the guidance spell for 1 hour at will. You can end this effect early as an action and gain the effects of the augury spell. If you do, you are afflicted with short-term madness after learning the spell's results.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6987,7 +6638,6 @@ "desc": "Slivers of bone float in the viscous, gray liquid inside this vial. When you drink this potion, bone-like spikes protrude from your skin for 1 hour. Each time a creature hits you with a melee weapon attack while within 5 feet of you, it must succeed on a DC 15 Dexterity saving throw or take 1d4 piercing damage from the spikes. In addition, while you are grappling a creature or while a creature is grappling you, it takes 1d4 piercing damage at the start of your turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7007,7 +6657,6 @@ "desc": "This cerulean blue liquid sits calmly in its flask even when jostled or shaken. When you drink this potion, you have advantage on Wisdom checks and saving throws for 1 hour. For the duration, if you fail a saving throw against an enchantment or illusion spell or similar magic effect, you can choose to succeed instead. If you do, you draw upon all the potion's remaining power, and its effects end immediately thereafter.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7027,7 +6676,6 @@ "desc": "This thick, green, swirling liquid tastes like salted mead. For 1 hour after drinking this elixir, you can breathe underwater, and you can see clearly underwater out to a range of 60 feet. The elixir doesn't allow you to see through magical darkness, but you can see through nonmagical clouds of silt and other sedimentary particles as if they didn't exist. For the duration, you also have advantage on saving throws against the spells and other magical effects of fey creatures native to water environments, such as a Lorelei (see Tome of Beasts) or Water Horse (see Creature Codex).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7047,7 +6695,6 @@ "desc": "This effervescent, crimson liquid is commonly held in a thin, glass vial capped in green wax. When you drink this elixir, its effects last for 8 hours. While the elixir is in effect, you can't fall asleep by normal means. You have advantage on saving throws against effects that would put you to sleep. If you are affected by the sleep spell, your current hit points are considered 10 higher when determining the effects of the spell.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7067,7 +6714,6 @@ "desc": "This rod is fashioned from elk or reindeer horn. As an action, you can grant a +1 bonus on saving throws against spells and magical effects to a target touched by the wand, including yourself. The bonus lasts 1 round. If you are holding the rod while performing the somatic component of a dispel magic spell or comparable magic, you have a +1 bonus on your spellcasting ability check.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7087,7 +6733,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7107,7 +6752,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7127,7 +6771,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7147,7 +6790,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7167,7 +6809,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7187,7 +6828,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7207,7 +6847,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7227,7 +6866,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7247,7 +6885,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7267,7 +6904,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7287,7 +6923,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7307,7 +6942,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, each friendly creature within 10 feet of you that can see you gains a +1 bonus to attack rolls and saving throws. If you are a paladin with the Aura of Courage feature, this bonus increases to +2.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7327,7 +6961,6 @@ "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target must succeed on a DC 13 Wisdom saving throw or become enraged for 1 minute. On its turn, an enraged creature moves toward you by the most direct route, trying to get within 5 feet of you. It doesn't avoid opportunity attacks, but it moves around or avoids damaging terrain, such as lava or a pit. If the enraged creature is within 5 feet of you, it attacks you. An enraged creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7347,7 +6980,6 @@ "desc": "When you hit a creature with a ranged attack using this magical ammunition, the target takes only half the damage from the attack, and the target is restrained as the ammunition bursts into entangling strands that wrap around it. As an action, the restrained target can make a DC 13 Strength check, bursting the bonds on a success. The strands can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7367,7 +6999,6 @@ "desc": "You gain a +1 to attack and damage rolls with this magic weapon. This bonus increases to +3 when you use the pick to attack a creature made of earth or stone, such as an earth elemental or stone golem. As a bonus action, you can slam the head of the pick into earth, sand, mud, or rock within 5 feet of you to create a wall of that material up to 30 feet long, 3 feet high, and 1 foot thick along that surface. The wall provides half cover to creatures behind it. The pick can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7387,7 +7018,6 @@ "desc": "This smooth, stone bowl feels especially cool to the touch. It holds up to 1 pint of water. When placed on the ground, the bowl magically draws water from the nearby earth and air, filling itself after 1 hour. In arid or desert environments, the bowl fills itself after 8 hours. The bowl never overflows itself.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7407,7 +7037,6 @@ "desc": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7427,7 +7056,6 @@ "desc": "This double-bladed dagger has an ivory hilt, and its gold pommel is shaped into a woman's head with ruby eyes and a fanged mouth opened in a scream. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon against a creature that has blood, the dagger gains 1 charge. The dagger can hold 1 charge at a time. You can use a bonus action to expend 1 charge from the dagger to cause one of the following effects: - You or a creature you touch with the blade regains 2d8 hit points. - The next time you hit a creature that has blood with this weapon, it deals an extra 2d8 necrotic damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7447,7 +7075,6 @@ "desc": "This potion can be distilled only from a hormone found in the hypothalamus of a two-headed giant of genius intellect. For 1 minute after drinking this potion, you can concentrate on two spells at the same time, and you have advantage on Constitution saving throws made to maintain your concentration on a spell when you take damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7467,7 +7094,6 @@ "desc": "This gold and lapis lazuli amulet helps you determine reality from phantasms and trickery. While wearing it, you have advantage on saving throws against illusion spells and against being frightened.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7487,7 +7113,6 @@ "desc": "A shining multifaceted violet gem sits at the center of this fist-sized amulet. A beautifully forged band of platinum encircles the gem and affixes it to a well-made series of interlocking platinum chain links. The violet gem is warm to the touch. While wearing this amulet, you can't be frightened and you don't suffer from exhaustion. In addition, you always know which item within 20 feet of you is the most valuable, though you don't know its actual value or if it is magical. Each time you finish a long rest while attuned to this amulet, roll a 1d10. On a 1-3, you awaken from your rest with that many valuable objects in your hand. The objects are minor, such as copper coins, at first and progressively get more valuable, such as gold coins, ivory statuettes, or gemstones, each time they appear. Each object is always small enough to fit in a single hand and is never worth more than 1,000 gp. The GM determines the type and value of each object. Once the left eye of an ornate and magical statue of a pit fiend revered by a small cult of Mammon, this exquisite purple gem was pried from the idol by an adventurer named Slick Finnigan. Slick and his companions had taken it upon themselves to eradicate the cult, eager for the accolades they would receive for defeating an evil in the community. The loot they stood to gain didn't hurt either. After the assault, while his companions were busy chasing the fleeing members of the cult, Slick pocketed the gem, disfiguring the statue and weakening its power in the process. He was then attacked by a cultist who had managed to evade notice by the adventurers. Slick escaped with his life, and the gem, but was unable to acquire the second eye. Within days, the thief was finding himself assaulted by devils and cultists. He quickly offloaded his loot with a collection of merchants in town, including a jeweler who was looking for an exquisite stone to use in a piece commissioned by a local noble. Slick then set off with his pockets full of coin, happily leaving the devilish drama behind. This magical amulet attracts the attention of worshippers of Mammon, who can almost sense its presence and are eager to claim its power for themselves, though a few extremely devout members of the weakened cult wish to return the gem to its original place in the idol. Due to this, and a bit of bad luck, this amulet has changed hands many times over the decades.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7507,7 +7132,6 @@ "desc": "These lenses are crafted of polished, opaque black stone. When placed over the eyes, however, they allow the wearer not only improved vision but glimpses into the vast emptiness between the stars. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, its range is extended by 60 feet. As an action, you can use the lenses to pierce the veils of time and space and see into the outer darkness. You gain the benefits of the foresight and true seeing spells for 10 minutes. If you activate this property and you aren't suffering from a madness, you take 3d8 psychic damage. Once used, this property of the lenses can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7527,7 +7151,6 @@ "desc": "While you wear these crystal lenses over your eyes, you can sense the presence of any dimensional portal within 60 feet of you and whether the portal is one-way or two-way. Once you have worn the eyes for 10 minutes, their magic ceases to function until the next dawn. Putting the lenses on or off requires an action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7547,7 +7170,6 @@ "desc": "This tribal mask is made of wood and adorned with animal fangs. Once donned, it melds to your face and causes fangs to sprout from your mouth. While wearing this mask, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. If you already have a bite attack when you don and attune to this mask, your bite attack's damage dice double (for example, 1d4 becomes 2d4).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7567,7 +7189,6 @@ "desc": "This linen bandage is yellowed and worn with age. You can use an action wrap it around the appendage of a willing creature and activate its magic for 1 hour. While the target is within 60 feet of you and the bandage's magic is active, you can use an action to trigger the bandage, and the target regains 2d4 hit points. The bandage becomes inactive after it has restored 15 hit points to a creature or when 1 hour has passed. Once the bandage becomes inactive, it can't be used again until the next dawn. You can be attuned to only one farhealing bandage at a time.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7587,7 +7208,6 @@ "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7607,7 +7227,6 @@ "desc": "This painted, wooden mask bears the visage of a snarling, fiendish face. While wearing the mask, you can use a bonus action to feed on the fear of a frightened creature within 30 feet of you. The target must succeed on a DC 13 Wisdom saving throw or take 2d6 psychic damage. You regain hit points equal to the damage dealt. If you are not injured, you gain temporary hit points equal to the damage dealt instead. Once a creature has failed this saving throw, it is immune to the effects of this mask for 24 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7627,7 +7246,6 @@ "desc": "While wearing this steam-powered magic armor, you gain a +1 bonus to AC, your Strength score increases by 2, and you gain the ability to cast speak with dead as an action. As long as you remain cursed, you exude an unnatural aura, causing beasts with Intelligence 3 or less within 30 feet of you to be frightened. Once you have used the armor to cast speak with dead, you can't cast it again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7647,7 +7265,6 @@ "desc": "It is customary in many faiths to weight a corpse's eyes with pennies so they have a fee to pay the ferryman when he comes to row them across death's river to the afterlife. Ferryman's coins, though, ensure the body stays in the ground regardless of the spirit's destination. These coins, which feature a death's head on one side and a lock and chain on the other, prevent a corpse from being raised as any kind of undead. When you place two coins on a corpse's closed lids and activate them with a simple prayer, they can't be removed unless the person is resurrected (in which case they simply fall away), or someone makes a DC 15 Strength check to remove them. Yanking the coins away does no damage to the corpse.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7667,7 +7284,6 @@ "desc": "This long scroll is written in flowing Elvish, the words flickering with a pale witchlight, and marked with the seal of a powerful fey or a fey lord or lady. When you use an action to present this scroll to a fey whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fey, negotiating a service from it in exchange for a reward. The fey is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fey, the truce is broken, and the creature can act normally. If the fey refuses the offer, it is free to take any actions it wishes. Should you and the fey reach an agreement that is satisfactory to both parties, you must sign the agreement and have the fey do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fey to the agreement until its service is rendered and the reward paid, at which point the scroll fades into nothingness. Fey are notoriously clever folk, and while they must adhere to the letter of any bargains they make, they always look for any advantage in their favor. If either party breaks the bargain, that creature immediately takes 10d6 poison damage, and the charter is destroyed, ending the contract.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7687,7 +7303,6 @@ "desc": "This long scroll bears the mark of a powerful creature of the Lower Planes, whether an archduke of Hell, a demon lord of the Abyss, or some other powerful fiend or evil deity. When you use an action to present this scroll to a fiend whose Challenge Rating is equal to or less than your level, the binding powers of the scroll compel it to listen to you. You can then attempt to strike a bargain with the fiend, negotiating a service from it in exchange for a reward. The fiend is under no compulsion to strike the bargain; it is compelled only to parley long enough for you to present a bargain and allow for negotiations. If you or your allies attack or otherwise attempt to harm the fiend, the truce is broken, and the creature can act normally. If the fiend refuses the offer, it is free to take any actions it wishes. Should you and the fiend reach an agreement that is satisfactory to both parties, you must sign the charter in blood and have the fiend do likewise (or make its mark, if it has no form of writing). The writing on the scroll changes to reflect the terms of the agreement struck. The magic of the charter holds both you and the fiend to the agreement until its service is rendered and the reward paid, at which point the scroll ignites and burns into ash. The contract's wording should be carefully considered, as fiends are notorious for finding loopholes or adhering to the letter of the agreement to their advantage. If either party breaks the bargain, that creature immediately takes 10d6 necrotic damage, and the charter is destroyed, ending the contract.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7707,7 +7322,6 @@ "desc": "A figurehead of prowess must be mounted on the bow of a ship for its magic to take effect. While mounted on a ship, the figurehead’s magic affects the ship and every creature on the ship. A figurehead can be mounted on any ship larger than a rowboat, regardless if that ship sails the sea, the sky, rivers and lakes, or the sands of the desert. A ship can have only one figurehead mounted on it at a time. Most figureheads are always active, but some have properties that must be activated. To activate a figurehead’s special property, a creature must be at the helm of the ship, referred to below as the “pilot,” and must use an action to speak the figurehead’s command word. \nAlbatross (Uncommon). While this figurehead is mounted on a ship, the ship’s pilot can double its proficiency bonus with navigator’s tools when navigating the ship. In addition, the ship’s pilot doesn’t have disadvantage on Wisdom (Perception) checks that rely on sight when peering through fog, rain, dust storms, or other natural phenomena that would ordinarily lightly obscure the pilot’s vision. \nBasilisk (Uncommon). While this figurehead is mounted on a ship, the ship’s AC increases by 2. \nDragon Turtle (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to fire damage, and the ship’s damage threshold increases by 5. If the ship doesn’t normally have a damage threshold, it gains a damage threshold of 5. \nKraken (Rare). While this figurehead is mounted on a ship, the pilot can animate all of the ship’s ropes. If a creature on the ship uses an animated rope while taking the grapple action, the creature has advantage on the check. Alternatively, the pilot can command the ropes to move as if being moved by a crew, allowing a ship to dock or a sailing ship to sail without a crew. The pilot can end this effect as a bonus action. When the ship’s ropes have been animated for a total of 10 minutes, the figurehead’s magic ceases to function until the next dawn. \nManta Ray (Rare). While this figurehead is mounted on a ship, the ship’s speed increases by half. For example, a ship with a speed of 4 miles per hour would have a speed of 6 miles per hour while this figurehead was mounted on it. \nNarwhal (Very Rare). While this figurehead is mounted on a ship, each creature on the ship has resistance to cold damage, and the ship can break through ice sheets without taking damage or needing to make a check. \nOctopus (Rare). This figurehead can be mounted only on ships designed for water travel. While this figurehead is mounted on a ship, the pilot can force the ship to dive beneath the water. The ship moves at its normal speed while underwater, regardless of its normal method of locomotion. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour underwater, the figurehead’s magic ceases to function until the next dawn. \nSphinx (Legendary). This figurehead can be mounted only on a ship that isn’t designed for air travel. While this figurehead is mounted on a ship, the pilot can command the ship to rise into the air. The ship moves at its normal speed while in the air, regardless of its normal method of locomotion. Each creature on the ship remains on the ship as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to descend at a rate of 60 feet per round until it reaches land or water. When the ship has spent a total of 8 hours in the sky, the figurehead’s magic ceases to function until the next dawn. \nXorn (Very Rare). This figurehead can be mounted only on a ship designed for land travel. While this figurehead is mounted on a ship, the pilot can force the ship to burrow into the earth. The ship moves at its normal speed while burrowing, regardless of its normal method of locomotion. The ship can burrow through nonmagical, unworked sand, mud, earth, and stone, and it doesn’t disturb the material it moves through. Each creature on the ship remains on the ship and can breathe normally as long as the creature starts and ends its turn in contact with the ship. The pilot can end this effect as a bonus action, causing the ship to resurface at a rate of 60 feet per round. When the ship has spent a total of 1 hour burrowing, the figurehead’s magic ceases to function until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7727,7 +7341,6 @@ "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7747,7 +7360,6 @@ "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7767,7 +7379,6 @@ "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7787,7 +7398,6 @@ "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7807,7 +7417,6 @@ "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7827,7 +7436,6 @@ "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7847,7 +7455,6 @@ "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7867,7 +7474,6 @@ "desc": "The following are additional figurine of wondrous power options. \nAmber Bee (Uncommon). This amber statuette is of a honeybee. It can become a giant honey bee (see Tome of Beasts 2) for up to 6 hours. Once it has been used, it can’t be used again until 2 days have passed. \nBasalt Cockatrice (Uncommon). This basalt statuette is carved in the likeness of a cockatrice. It can become a cockatrice for up to 1 hour. Once it has been used, it can’t be used again until 2 days have passed. While it is in cockatrice form, you and your allies within 30 feet of it have advantage on saving throws against being petrified. \nCoral Shark (Rare). This coral statuette of a shark can become a hunter shark for up to 6 hours. It can be ridden as a mount, and the rider can breathe underwater while riding it. Once it has been used, it can’t be used again until 5 days have passed. \nHematite Aurochs (Rare). This hematite statuette can become a bull (see Tome of Beasts 2). It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in bull form, it is considered to be a Huge creature for the purpose of determining its carrying capacity, and nonmagical difficult terrain doesn’t cost it extra movement. \nLapis Camel (Rare). This lapis camel can become a camel. It has 24 charges, and each hour or portion thereof it spends in camel form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all its charges. While in camel form, the lapis camel has a blue tint to its fur, and it can spit globs of acid at a creature that attacks it or its rider. This spit works like the acid splash spell (save DC 9). \nMarble Mistwolf (Rare). This white marble statuette is of a wolf. It can become a dire wolf for up to 6 hours. At your command, it can cast the fog cloud spell. Each time it does, its duration is reduced by 1 hour. Once its duration ends, it can’t be used again until 5 days have passed. \nTin Dog (Common). This simple, tin statuette can become a dog for up to 8 hours, loyally following your commands to the best of its abilities. The dog uses the statistics of a jackal, except the dog has a Strength of 10. Once it has been used, the figurine can’t be used again until 2 days have passed. \nViolet Octopoid (Rare). A disturbing statuette carved in purple sugilite, the tentacled, violet octopoid can become an ambulatory, amphibious giant octopus for up to 6 hours. Use the statistics of a giant octopus, except it has 100 hit points and can make two tentacle attacks each turn. Once it has been used, it can’t be used again until 3 days have passed. If you speak the command word in Void Speech, the octopus has an Intelligence score of 9 and can make three tentacle attacks each turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7887,7 +7493,6 @@ "desc": "This feather sheds bright light in a 20-foot radius and dim light for an additional 20 feet, but it creates no heat and doesn't use oxygen. While holding the feather, you can tolerate temperatures as low as –50 degrees Fahrenheit. Druids and clerics and paladins who worship nature deities can use the feather as a spellcasting focus. If you use the feather in place of a holy symbol when using your Turn Undead feature, undead in the area have a –1 penalty on the saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7907,7 +7512,6 @@ "desc": "This dreaded item is a black flag painted with an unsettlingly realistic skull. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of necromancy around the flag. Beasts with an Intelligence of 3 or lower don’t willingly board a vessel where this flag flies. A successful DC 17 Wisdom (Animal Handling) check convinces an unwilling beast to board the vessel, though it remains uneasy and skittish while aboard. \nCursed Crew. When this baleful flag flies atop the mast of a waterborne vehicle, it curses the vessel and all those that board it. When a creature that isn’t a humanoid dies aboard the vessel, it rises 1 minute later as a zombie under the ship captain’s control. When a humanoid dies aboard the vessel, it rises 1 minute later as a ghoul under the ship captain’s control. A ghoul retains any knowledge of sailing or maintaining a waterborne vehicle that it had in life. \nCursed Captain. If the ship flying this flag doesn’t have a captain, the undead crew seeks out a powerful humanoid or intelligent undead to bring aboard and coerce into becoming the captain. When an undead with an Intelligence of 10 or higher boards the captainless vehicle, it must succeed on a DC 17 Wisdom saving throw or become magically bound to the ship and the flag. If the creature exits the vessel and boards it again, the creature must repeat the saving throw. The flag fills the captain with the desire to attack other vessels to grow its crew and commandeer larger vessels when possible, bringing the flag with it. If the flag is destroyed or removed from a waterborne vehicle for at least 7 days, the zombie and ghoul crew crumbles to dust, and the captain is freed of the flag’s magic, if the captain was bound to it. \nUnholy Vessel. While aboard a vessel flying this flag, an undead creature has advantage on saving throws against effects that turn undead, and if it fails the saving throw, it isn’t destroyed, no matter its CR. In addition, the captain and crew can’t be frightened while aboard a vessel flying this flag. \nWhen a creature that isn’t a construct or undead and isn’t part of the crew boards the vessel, it must succeed on a DC 17 Constitution saving throw or be poisoned while it remains on board. If the creature exits the vessel and boards it again, the creature must repeat the saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7927,7 +7531,6 @@ "desc": "When you hit a creature with a ranged attack using this shiny, polished stone, it releases a sudden flash of bright light. The target takes damage as normal and must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn. Creatures with the Sunlight Sensitivity trait have disadvantage on this saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7947,7 +7550,6 @@ "desc": "This flask is made of silver and cherry wood, and it holds finely cut garnets on its faces. This ornate flask contains 5 ounces of powerful alcoholic spirits. As an action, you can drink up to 5 ounces of the flask's contents. You can drink 1 ounce without risk of intoxication. When you drink more than 1 ounce of the spirits as part of the same action, you must make a DC 12 Constitution saving throw (this DC increases by 1 for each ounce you imbibe after the second, to a maximum of DC 15). On a failed save, you are incapacitated for 1d4 hours and gain no benefits from consuming the alcohol. On a success, your Intelligence or Wisdom (your choice) increases by 1 for each ounce you consumed. Whether you fail or succeed, your Dexterity is reduced by 1 for each ounce you consumed. The effect lasts for 1 hour. During this time, you have advantage on all Intelligence (Arcana) and Inteligence (Religion) checks. The flask replenishes 1d3 ounces of spirits daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7967,7 +7569,6 @@ "desc": "This mask features inhumanly sized teeth similar in appearance to the toothy ghost known as a Fleshspurned (see Tome of Beasts 2). It has a strap fashioned from entwined strands of sinew, and it fits easily over your face with no need to manually adjust the strap. While wearing this mask, you can use its teeth to make unarmed strikes. When you hit with it, the teeth deal necrotic damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. In addition, if the target has the Incorporeal Movement trait, you deal necrotic damage equal to 2d6 + your Strength modifier instead. Such targets don't have resistance or immunity to the necrotic damage you deal with this attack. If you kill a creature with your teeth, you gain temporary hit points equal to double the creature's challenge rating (minimum of 1).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7987,7 +7588,6 @@ "desc": "This smooth, blue-gray stone is carved with stylized waves or rows of wavy lines. When you are in water too deep to stand, the charm activates. You automatically become buoyant enough to float to the surface unless you are grappled or restrained. If you are unable to surface—such as if you are grappled or restrained, or if the water completely fills the area—the charm surrounds you with a bubble of breathable air that lasts for 5 minutes. At the end of the air bubble's duration, or when you leave the water, the charm's effects end and it becomes a nonmagical stone.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8007,7 +7607,6 @@ "desc": "This scaly, clawed flute has a musky smell, and it releases a predatory, screeching roar with reptilian overtones when blown. You must be proficient with wind instruments to use this flute. You can use an action to play the flute and conjure dinosaurs. This works like the conjure animals spell, except the animals you conjure must be dinosaurs or Medium or larger lizards. The dinosaurs remain for 1 hour, until they die, or until you dismiss them as a bonus action. The flute can't be used to conjure dinosaurs again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8027,7 +7626,6 @@ "desc": "If you use an action to flick this fly whisk, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks for 10 minutes. You can't use the fly whisk this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8047,7 +7645,6 @@ "desc": "This sling stone is carved to look like a fluffy cloud. Typically, 1d4 + 1 fog stones are found together. When you fire the stone from a sling, it transforms into a miniature cloud as it flies through the air, and it creates a 20-foot-radius sphere of fog centered on the target or point of impact. The sphere spreads around corners, and its area is heavily obscured. It lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8067,7 +7664,6 @@ "desc": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8087,7 +7683,6 @@ "desc": "The head of this weapon is shaped like an anvil, and engravings of fire and arcane runes decorate it. You can use a bonus action to speak this magic weapon's command word, causing its head to glow red-hot. While red-hot, the weapon deals an extra 1d6 fire damage to any target it hits. The weapon's anvil-like head remains red-hot until you use a bonus action to speak the command word again or until you drop or sheathe the weapon. When you roll a 20 on an attack roll made with this weapon against a target holding or wearing a metal object, such as a metal weapon or metal armor, the target takes an extra 1d4 fire damage and the metal object becomes red-hot for 1 minute. While the object is red-hot and the creature still wears or carries it, the creature takes 1d4 fire damage at the start of each of its turns.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8107,7 +7702,6 @@ "desc": "This armor is a dazzling white suit of chain mail with an alabaster-colored steel collar that covers part of the face. You gain a +3 bonus to AC while you wear this armor. In addition, you gain the following benefits: - You add your Strength and Wisdom modifiers in addition to your Constitution modifier on all rolls when spending Hit Die to recover hit points. - You can't be frightened. - You have resistance to necrotic damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8127,7 +7721,6 @@ "desc": "Tightly intertwined lengths of grass, bound by additional stiff, knotted blades of grass, form this rod, which is favored by plains-dwelling druids and rangers. While holding it and in grasslands, you leave behind no tracks or other traces of your passing, and you can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, beasts with an Intelligence of 3 or lower that are native to grasslands must succeed on a DC 15 Charisma saving throw to attack you. The rod has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod collapses into a pile of grass seeds and is destroyed. Among the grass seeds are 1d10 berries, consumable as if created by the goodberry spell.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8147,7 +7740,6 @@ "desc": "Fashioned from the stomach lining of a Devil Shark (see Creature Codex), this rubbery pellet is cold to the touch. When you consume the pellet, you feel bloated, and you are immune to cold damage for 1 hour. Once before the duration ends, you can expel a 30-foot cone of cold water. Each creature in the cone must make a DC 15 Constitution saving throw. On a failure, the creature takes 6d8 cold damage and is pushed 10 feet away from you. On a success, the creature takes half the damage and isn't pushed away.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8167,7 +7759,6 @@ "desc": "While lit, the flame in this ornate mithril lantern turns blue and sheds a cold, blue dim light in a 30-foot radius. After the lantern's flame has burned for 1 hour, it can't be lit again until the next dawn. You can extinguish the lantern's flame early for use at a later time. Deduct the time it burned in increments of 1 minute from the lantern's total burn time. When a creature enters the lantern's light for the first time on a turn or starts its turn there, the creature must succeed on a DC 17 Constitution saving throw or be vulnerable to cold damage until the start of its next turn. When you light the lantern, choose up to four creatures you can see within 30 feet of you, which can include yourself. The chosen creatures are immune to this effect of the lantern's light.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8187,7 +7778,6 @@ "desc": "This strangely-shaped item resembles a melted wand or a strange growth chipped from the arcane trees of elder planes. The wand has 5 charges and regains 1d4 + 1 charges daily at dusk. While holding it, you can use an action to expend 1 of its charges and point it at a target within 60 feet of you. The target must be a creature. When activated, the wand frunges creatures into a chaos matrix, which does…something. Roll a d10 and consult the following table to determine these unpredictable effects (none of them especially good). Most effects can be removed by dispel magic, greater restoration, or more powerful magic. | d10 | Frungilator Effect |\n| --- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |\n| 1 | Glittering sparkles fly all around. You are surrounded in sparkling light until the end of your next turn as if you were targeted by the faerie fire spell. |\n| 2 | The target is encased in void crystal and immediately begins suffocating. A creature, including the target, can take its action to shatter the void crystal by succeeding on a DC 10 Strength check. Alternatively, the void crystal can be attacked and destroyed (AC 12; hp 4; immunity to poison and psychic damage). |\n| 3 | Crimson void fire engulfs the target. It must make a DC 13 Constitution saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 4 | The target's blood turns to ice. It must make a DC 13 Constitution saving throw, taking 6d6 cold damage on a failed save, or half as much damage on a successful one. |\n| 5 | The target rises vertically to a height of your choice, up to a maximum height of 60 feet. The target remains suspended there until the start of its next turn. When this effect ends, the target floats gently to the ground. |\n| 6 | The target begins speaking in backwards fey speech for 10 minutes. While speaking this way, the target can't verbally communicate with creatures that aren't fey, and the target can't cast spells with verbal components. |\n| 7 | Golden flowers bloom across the target's body. It is blinded until the end of its next turn. |\n| 8 | The target must succeed on a DC 13 Constitution saving throw or it and all its equipment assumes a gaseous form until the end of its next turn. This effect otherwise works like the gaseous form spell. |\n| 9 | The target must succeed on a DC 15 Wisdom saving throw or become enthralled with its own feet or limbs until the end of its next turn. While enthralled, the target is incapacitated. |\n| 10 | A giant ray of force springs out of the frungilator and toward the target. Each creature in a line that is 5 feet wide between you and the target must make a DC 16 Dexterity saving throw, taking 4d12 force damage on a failed save, or half as much damage on a successful one. |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8207,7 +7797,6 @@ "desc": "Stylized etchings of cat-like lightning elementals known as Fulminars (see Creature Codex) cover the outer surfaces of these solid silver bracers. While wearing these bracers, lightning crackles harmless down your hands, and you have resistance to lightning damage and thunder damage. The bracers have 3 charges. You can use an action to expend 1 charge to create lightning shackles that bind up to two creatures you can see within 60 feet of you. Each target must make a DC 15 Dexterity saving throw. On a failure, a target takes 4d6 lightning damage and is restrained for 1 minute. On a success, the target takes half the damage and isn't restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The bracers regain all expended charges daily at dawn. The bracers also regain 1 charge each time you take 10 lightning damage while wearing them.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8227,7 +7816,6 @@ "desc": "The metallic head of this javelin is embellished with three small wings. When you speak a command word while making a ranged weapon attack with this magic weapon, a swirling vortex of wind follows its path through the air. Draw a line between you and the target of your attack; each creature within 10 feet of this line must make a DC 13 Strength saving throw. On a failed save, the creature is pushed backward 10 feet and falls prone. In addition, if this ranged weapon attack hits, the target must make a DC 13 Strength saving throw. On a failed save, the target is pushed backward 15 feet and falls prone. The javelin's property can't be used again until the next dawn. In the meantime, it can still be used as a magic weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8247,7 +7835,6 @@ "desc": "This white-and-blue outfit is designed in the style of fey nobility and maximized for both movement and protection. The multiple layers and snow-themed details of this garb leave no doubt that whoever wears these clothes is associated with the winter queen of faerie. You gain the following benefits while wearing the outfit: - If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\n- Whenever a creature within 5 feet of you hits you with a melee attack, the cloth steals heat from the surrounding air, and the attacker takes 2d8 cold damage.\n- You can't be charmed, and you are immune to cold damage.\n- You can use a bonus action to extend your senses outward to detect the presence of fey. Until the start of your next turn, you know the location of any fey within 60 feet of you.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8267,7 +7854,6 @@ "desc": "This heavy gauntlet is adorned with an onyx. While wearing this gauntlet, your unarmed strikes deal 1d8 bludgeoning damage, instead of the damage normal for an unarmed strike, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. In addition, your unarmed strikes deal double damage to objects and structures. If you hold a pound of raw iron ore in your hand while wearing the gauntlet, you can use an action to speak the gauntlet's command word and conjure an Iron Sphere (see Creature Codex). The iron sphere remains for 1 hour or until it dies. It is friendly to you and your companions. Roll initiative for the iron sphere, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the iron sphere, it defends itself from hostile creatures but otherwise takes no actions. The gauntlet can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8287,7 +7873,6 @@ "desc": "You can use an action to place this 3-inch sandstone gazebo statuette on the ground and speak its command word. Over the next 5 minutes, the sandstone gazebo grows into a full-sized gazebo that remains for 8 hours or until you speak the command word that returns it to a sandstone statuette. The gazebo's posts are made of palm tree trunks, and its roof is made of palm tree fronds. The floor is level, clean, dry and made of palm fronds. The atmosphere inside the gazebo is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The gazebo's walls are opaque from the outside, appearing wooden, but they are transparent from the inside, appearing much like sheer fabric. When activated, the gazebo has an opening on the side facing you. The opening is 5 feet wide and 10 feet tall and opens and closes at your command, which you can speak as a bonus action while within 10 feet of the opening. Once closed, the opening is immune to the knock spell and similar magic, such as that of a chime of opening. The gazebo is 20 feet in diameter and is 10 feet tall. It is made of sandstone, despite its wooden appearance, and its magic prevents it from being tipped over. It has 100 hit points, immunity to nonmagical attacks excluding siege weapons, and resistance to all other damage. The gazebo contains crude furnishings: eight simple bunks and a long, low table surrounded by eight mats. Three of the wall posts bear fruit: one coconut, one date, and one fig. A small pool of clean, cool water rests at the base of a fourth wall post. The trees and the pool of water provide enough food and water for up to 10 people. Furnishings and other objects within the gazebo dissipate into smoke if removed from the gazebo. When the gazebo returns to its statuette form, any creatures inside it are expelled into unoccupied spaces nearest to the gazebo's entrance. Once used, the gazebo can't be used again until the next dusk. If reduced to 0 hit points, the gazebo can't be used again until 7 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8307,7 +7892,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8327,7 +7911,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8347,7 +7930,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8367,7 +7949,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8387,7 +7968,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8407,7 +7987,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8427,7 +8006,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8447,7 +8025,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8467,7 +8044,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8487,7 +8063,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8507,7 +8082,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8527,7 +8101,6 @@ "desc": "This armor is blue-green and translucent. It weighs only 1 pound, and if the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, this version of the armor doesn't. The armor's base Armor Class applies only against attacks by undead creatures and doesn't provide protection against any other attacks. When a beast wears this armor, the beast gains a +1 bonus to AC against attacks by undead creatures, and it has advantage on saving throws against the spells and special abilities of undead creatures.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8547,7 +8120,6 @@ "desc": "Scales from dead dragons cover this wooden, curved horn. You can use an action to speak the horn's command word and then blow the horn, which emits a blast in a 30-foot cone, containing shrieking spectral dragon heads. Each creature in the cone must make a DC 17 Wisdom saving throw. On a failure, a creature tales 5d10 psychic damage and is frightened of you for 1 minute. On a success, a creature takes half the damage and isn't frightened. Dragons have disadvantage on the saving throw and take 10d10 psychic damage instead of 5d10. A frightened target can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success. If a dragon takes damage from the horn's shriek, the horn has a 20 percent chance of exploding. The explosion deals 10d10 psychic damage to the blower and destroys the horn. Once you use the horn, it can't be used again until the next dawn. If you kill a dragon while holding or carrying the horn, you regain use of the horn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8567,7 +8139,6 @@ "desc": "Most of this miles-long strand of enchanted silk, created by phase spiders, resides on the Ethereal Plane. Only a few inches at either end exist permanently on the Material Plane, and those may be used as any normal string would be. Creatures using it to navigate can follow one end to the other by running their hand along the thread, which phases into the Material Plane beneath their grasp. If dropped or severed (AC 8, 1 hit point), the thread disappears back into the Ethereal Plane in 2d6 rounds.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8587,7 +8158,6 @@ "desc": "This bullseye lantern sheds light as normal when a lit candle is placed inside of it. If the light shines on meat, no matter how toxic or rotten, for at least 10 minutes, the meat is rendered safe to eat. The lantern's magic doesn't improve the meat's flavor, but the light does restore the meat's nutritional value and purify it, rendering it free of poison and disease. In addition, when an undead creature ends its turn in the light, it takes 1 radiant damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8607,7 +8177,6 @@ "desc": "This rusty-red gelatinous liquid glistens with tiny sparkling crystal flecks. The oil can coat one weapon or 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, if a ghoul, ghast, or Darakhul (see Tome of Beasts) takes damage from the coated item, it takes an extra 2d6 damage of the weapon's type.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8627,7 +8196,6 @@ "desc": "Arcane glyphs decorate the spherical head of this tarnished rod, while engravings of cracked and broken skulls and bones circle its haft. When an undead creature is within 120 feet of the rod, the rod's arcane glyphs emit a soft glow. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's glyphs flare to life and the rod's magic activates. When an undead creature enters or starts its turn within 30 feet of the planted rod, it must succeed on a DC 15 Wisdom saving throw or have disadvantage on attack rolls against creatures that aren't undead until the start of its next turn. If a ghoul fails this saving throw, it also takes a –2 penalty to AC and Dexterity saving throws, its speed is halved, and it can't use reactions. The rod's magic remains active while planted in the ground, and after it has been active for a total of 10 minutes, its magic ceases to function until the next dawn. A creature can use an action to pull the rod from the ground, ending the effect early for use at a later time. Deduct the time it was active in increments of 1 minute from the rod's total active time.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8647,7 +8215,6 @@ "desc": "This glass sphere measures 3 inches in diameter and contains a swirling, yellow mist. You can use an action to throw the orb up to 60 feet. The orb shatters on impact and is destroyed. Each creature within a 20-foot-radius of where the orb landed must succeed on a DC 15 Wisdom saving throw or fall prone in fits of laughter, becoming incapacitated and unable to stand for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8667,7 +8234,6 @@ "desc": "This wide leather girdle has many sewn-in pouches and holsters that hold an assortment of empty beakers and vials. Once you have attuned to the girdle, these containers magically fill with the following liquids:\n- 2 flasks of alchemist's fire\n- 2 flasks of alchemist's ice*\n- 2 vials of acid - 2 jars of swarm repellent* - 1 vial of assassin's blood poison - 1 potion of climbing - 1 potion of healing Each container magically replenishes each day at dawn, if you are wearing the girdle. All the potions and alchemical substances produced by the girdle lose their properties if they're transferred to another container before being used.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8687,7 +8253,6 @@ "desc": "These rings are made from twisted loops of gold and onyx and are always found in pairs. The rings' magic works only while you and another humanoid of the same size each wear one ring and are on the same plane of existence. While wearing a ring, you or the other humanoid can use an action to swap your appearances, if both of you are willing. This effect works like the Change Appearance effect of the alter self spell, except you can change your appearance to only look identical to each other. Your clothing and equipment don't change, and the effect lasts until one of you uses this property again or until one of you removes the ring.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8707,7 +8272,6 @@ "desc": "The tip of this twisted clear glass wand is razorsharp. It can be wielded as a magic dagger that grants a +1 bonus to attack and damage rolls made with it. The wand weighs 4 pounds and is roughly 18 inches long. When you tap the wand, it emits a single, loud note which can be heard up to 20 feet away and does not stop sounding until you choose to silence it. This wand has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 17): arcane lock (2 charges), disguise self (1 charge), or tongues (3 charges).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8727,7 +8291,6 @@ "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8747,7 +8310,6 @@ "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8767,7 +8329,6 @@ "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8787,7 +8348,6 @@ "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8807,7 +8367,6 @@ "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8827,7 +8386,6 @@ "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8847,7 +8405,6 @@ "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8867,7 +8424,6 @@ "desc": "A pleasant scent emerges from this weapon. While it is on your person, you have advantage on Charisma (Persuasion) checks made to interact with humanoids and fey.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8887,7 +8443,6 @@ "desc": "By grasping the ends of the cloak while falling, you can glide up to 5 feet horizontally in any direction for every 1 foot you fall. You descend 60 feet per round but take no damage from falling while gliding in this way. A tailwind allows you to glide 10 feet per 1 foot descended, but a headwind forces you to only glide 5 feet per 2 feet descended.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8907,7 +8462,6 @@ "desc": "This black, six-petaled flower fits neatly on a garment's lapel or peeking out of a pocket. While wearing it, you have advantage on saving throws against being blinded, deafened, or frightened. While wearing the flower, you can use an action to speak one of three command words to invoke the corsage's power and cause one of the following effects: - When you speak the first command word, you gain blindsight out to a range of 120 feet for 1 hour.\n- When you speak the second command word, choose a target within 120 feet of you and make a ranged attack with a +7 bonus. On a hit, the target takes 3d6 psychic damage.\n- When you speak the third command word, your form shifts and shimmers. For 1 minute, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. Each time you use the flower, one of its petals curls in on itself. You can't use the flower if all of its petals are curled. The flower uncurls 1d6 petals daily at dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8927,7 +8481,6 @@ "desc": "The backs of each of these black leather gloves are set with gold fittings as if to hold a jewel. While you wear the gloves, you can cast mage hand at will. You can affix an ioun stone into the fitting on a glove. While the stone is affixed, you gain the benefits of the stone as if you had it in orbit around your head. If you take an action to touch a creature, you can transfer the benefits of the ioun stone to that creature for 1 hour. While the creature is gifted the benefits, the stone turns gray and provides you with no benefits for the duration. You can use an action to end this effect and return power to the stone. The stone's benefits can also be dispelled from a creature as if they were a 7th-level spell. When the effect ends, the stone regains its color and provides you with its benefits once more.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8947,7 +8500,6 @@ "desc": "Each glove is actually comprised of three, black ivory rings (typically fitting the thumb, middle finger, and pinkie) which are connected to each other. The rings are then connected to an intricately-engraved onyx wrist cuff by a web of fine platinum chains and tiny diamonds. While wearing these gloves, you gain the following benefits: - You have resistance to necrotic damage.\n- You can spend one Hit Die during a short rest to remove one level of exhaustion instead of regaining hit points.\n- You can use an action to become a living shadow for 1 minute. For the duration, you can move through a space as narrow as 1 inch wide without squeezing, and you can take the Hide action as a bonus action while you are in dim light or darkness. Once used, this property of the gloves can't be used again until the next nightfall.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8967,7 +8519,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. When you roll a 20 on an attack roll made with this spear, its head animates, grows serrated teeth, and lodges itself in the target. While the spear is lodged in the target and you are wielding the spear, the target is grappled by you. At the start of each of your turns, the spear twists and grinds, dealing 2d6 piercing damage to the grappled target. If you release the spear, it remains lodged in the target, dealing damage each round as normal, but the target is no longer grappled by you. While the spear is lodged in a target, you can't make attacks with it. A creature, including the restrained target, can take its action to remove the spear by succeeding on a DC 15 Strength check. The target takes 1d6 piercing damage when the spear is removed. You can use an action to speak the spear's command word, causing it to dislodge itself and fall into an unoccupied space within 5 feet of the target.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8987,7 +8538,6 @@ "desc": "This shield resembles a snarling goblin's head. It has 3 charges and regains 1d3 expended charges daily at dawn. While wielding this shield, you can use a bonus action to expend 1 charge and command the goblin's head to bite a creature within 5 feet of you. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. On a hit, the target takes 2d4 piercing damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9007,7 +8557,6 @@ "desc": "The lenses of these combination fleshy and plantlike goggles extend a few inches away from the goggles on a pair of tentacles. While wearing these lenses, you can see through lightly obscured and heavily obscured areas without your vision being obscured, if those areas are obscured by fire, smoke, or fog. Other effects that would obscure your vision, such as rain or darkness, affect you normally. When you fail a saving throw against being blinded, you can use a reaction to call on the power within the goggles. If you do so, you succeed on the saving throw instead. The goggles can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9027,7 +8576,6 @@ "desc": "While wearing these dark lenses, you have advantage on Charisma (Deception) checks. If you have the Sunlight Sensitivity trait and wear these goggles, you no longer suffer the penalties of Sunlight Sensitivity while in sunlight.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9047,7 +8595,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. This crossbow doesn't have the loading property, and it doesn't require ammunition. Immediately after firing a bolt from this weapon, another golden bolt forms to take its place.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9067,7 +8614,6 @@ "desc": "The iron scales of this armor have a green-tinged iridescence. While wearing this armor, you gain a +1 bonus to AC, and you have immunity to the petrified condition. If you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, you can use a bonus action to imbue the hit with some of the armor's petrifying magic. The target must make a DC 15 Constitution saving throw. On a failed save, the target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9087,7 +8633,6 @@ "desc": "Normally found in a small glass jar containing 1d3 doses, this foul-smelling, greasy yellow substance is made by hags in accordance with an age-old secret recipe. You can use an action to rub one dose of the wax onto an ordinary broom or wooden stick and transform it into a broom of flying for 1 hour.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9107,7 +8652,6 @@ "desc": "This cap is a simple, blue silk hat with a goose feather trim. While wearing this cap, you have advantage on Strength (Athletics) checks made to climb, and the cap deflects the first ranged attack made against you each round. In addition, when a creature attacks you while within 30 feet of you, it is illuminated and sheds red-hued dim light in a 50-foot radius until the end of its next turn. Any attack roll against an illuminated creature has advantage if the attacker can see it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9127,7 +8671,6 @@ "desc": "Made of strips of black leather, this cloak always shines as if freshly oiled. The strips writhe and grasp at nearby creatures. While wearing this cloak, you can use a bonus action to command the strips to grapple a creature no more than one size larger than you within 5 feet of you. The strips make the grapple attack roll with a +7 bonus. On a hit, the target is grappled by the cloak, leaving your hands free to perform other tasks or actions that require both hands. However, you are still considered to be grappling a creature, limiting your movement as normal. The cloak can grapple only one creature at a time. Alternatively, you can use a bonus action to command the strips to aid you in grappling. If you do so, you have advantage on your next attack roll made to grapple a creature. While grappling a creature in this way, you have advantage on the contested check if a creature attempts to escape your grapple.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9147,7 +8690,6 @@ "desc": "The boss at the center of this shield is a hand fashioned of metal. While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9167,7 +8709,6 @@ "desc": "This luminous green concoction creates an undead servant. If you spend 1 minute anointing the corpse of a Small or Medium humanoid, this arcane solution imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a zombie under your control (the GM has the zombie's statistics). On each of your turns, you can use a bonus action to verbally command the zombie if it is within 60 feet of you. You decide what action the zombie will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the zombie only defends itself against hostile creatures. Once given an order, the zombie continues to follow it until its task is complete. The zombie is under your control for 24 hours, after which it stops obeying any command you've given it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9187,7 +8728,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9207,7 +8747,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9227,7 +8766,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9247,7 +8785,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9267,7 +8804,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9287,7 +8823,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9307,7 +8842,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9327,7 +8861,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9347,7 +8880,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9367,7 +8899,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9387,7 +8918,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9407,7 +8937,6 @@ "desc": "This armor bears gold or brass symbols of sunlight and sun deities and never tarnishes or rusts. The armor is immune to necrotic damage and rusting attacks such as those of a rust monster. While wearing this armor, your maximum hit points can't be reduced. As an action, you can speak a command word to gain the effect of a protection from evil and good spell for 1 minute (no concentration required). While the spell is active, if you are reduced to 0 hit points, you drop to 1 hit point instead. Once you use this property, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9427,7 +8956,6 @@ "desc": "When drink this potion, you regain 3 hit points at the start of each of your turns. After it has restored 30 hit points, the potion's effects end.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9447,7 +8975,6 @@ "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9467,7 +8994,6 @@ "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9487,7 +9013,6 @@ "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9507,7 +9032,6 @@ "desc": "This garment is made of living plants—mosses, vines, and grasses—interwoven into a light, comfortable piece of clothing. When you attune to this mantle, it forms a symbiotic relationship with you, sinking roots beneath your skin. While wearing the mantle, your hit point maximum is reduced by 5, and you gain the following benefits: - If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.\n- You have resistance to radiant damage.\n- You have immunity to the poisoned condition and poison damage that originates from a plant, moss, fungus, or plant creature.\n- As an action, you cause the mantle to produce 6 berries. It can have no more than 12 berries on it at one time. The berries have the same effect as berries produced by the goodberry spell. Unlike the goodberry spell, the berries retain their potency as long as they are not picked from the mantle. Once used, this property can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9527,7 +9051,6 @@ "desc": "This wand is fashioned from the fossilized forearm and claw of a gremlin. The wand has 5 charges. While holding the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): bane (1 charge), bestow curse (3 charges), or hideous laughter (1 charge). The wand regains 1d4 + 1 expended charges daily at dusk. If you expend the wand's last charge, roll a d20. On a 20, you must succeed on a DC 15 Wisdom saving throw or become afflicted with short-term madness. On a 1, the rod crumbles into ashes and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9547,7 +9070,6 @@ "desc": "When you deal a card from this slightly greasy, well-used deck, you can choose any specific card to be on top of the deck, assuming it hasn't already been dealt. Alternatively, you can choose a general card of a specific value or suit that hasn't already been dealt.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9567,7 +9089,6 @@ "desc": "This blackened iron shield is adorned with the menacing relief of a monstrously gaunt skull. You gain a +1 bonus to AC while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. While holding this shield, you can use a bonus action to speak its command word to cast the fear spell (save DC 13). The shield can't be used this way again until the next dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9587,7 +9108,6 @@ "desc": "This small, metal jar, 3 inches in diameter, holds 1d4 + 1 doses of a pungent waxy oil. As an action, one dose can be applied to or swallowed by a clockwork creature or device. The clockwork creature or device ignores difficult terrain, and magical effects can't reduce its speed for 8 hours. As an action, the clockwork creature, or a creature holding a clockwork device, can gain the effect of the haste spell until the end of its next turn (no concentration required). The effects of the haste spell melt the grease, ending all its effects at the end of the spell's duration.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9607,7 +9127,6 @@ "desc": "This hair pick has glittering teeth that slide easily into your hair, making your hair look perfectly coiffed and battle-ready. Though typically worn in hair, you can also wear the pick as a brooch or cloak clasp. While wearing this pick, you gain a +2 bonus to AC, and you have advantage on saving throws against spells. In addition, the pick magically boosts your self-esteem and your confidence in your ability to overcome any challenge, making you immune to the frightened condition.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9627,7 +9146,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9647,7 +9165,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9667,7 +9184,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9687,7 +9203,6 @@ "desc": "This foot-long totem, crafted from the bones and skull of a Tiny woodland beast bound in thin leather strips, serves as a boon for you and your allies and as a stinging trap to those who threaten you. The totem has 10 charges, and it regains 1d6 + 4 expended charges daily at dawn. If the last charge is expended, it can't regain charges again until a druid performs a 24-hour ritual, which involves the sacrifice of a Tiny woodland beast. You can use an action to secure the effigy on any natural organic substrate (such as dirt, mud, grass, and so on). While secured in this way, it pulses with primal energy on initiative count 20 each round, expending 1 charge. When it pulses, you and each creature friendly to you within 15 feet of the totem regains 1d6 hit points, and each creature hostile to you within 15 feet of the totem must make a DC 15 Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one. It continues to pulse each round until you pick it up, it runs out of charges, or it is destroyed. The totem has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If it drops to 0 hit points, it is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9707,7 +9222,6 @@ "desc": "This small packet contains black pollen from a Gloomflower (see Creature Codex). Hazy images swirl around the pollen when observed outside the packet. There is enough of it for one use. When you use an action to blow the dust from your palm, each creature in a 30-foot cone must make a DC 15 Wisdom saving throw. On a failure, a creature sees terrible visions, manifesting its fears and anxieties for 1 minute. While affected, it takes 2d6 psychic damage at the start of each of its turns and must spend its action to make one melee attack against a creature within 5 feet of it, other than you or itself. If the creature can't make a melee attack, it takes the Dodge action. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a success, a creature becomes incapacitated until the end of its next turn as the visions fill its mind then quickly fade. A creature reduced to 0 hit points by the dust's psychic damage falls unconscious and is stable. When the creature regains consciousness, it is permanently plagued by hallucinations and has disadvantage on ability checks until cured by a remove curse spell or similar magic.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9727,7 +9241,6 @@ "desc": "This adamantine hammer was part of a set of smith's tools used to create weapons of law for an ancient dwarven civilization. It is pitted and appears damaged, and its oak handle is split and bound with cracking hide. While attuned to this hammer, you have advantage on ability checks using smith's tools, and the time it takes you to craft an item with your smith's tools is halved.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9747,7 +9260,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you throw the hammer, it returns to your hand at the end of your turn. If you have no hand free, it falls to the ground at your feet.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9767,7 +9279,6 @@ "desc": "This belt quiver is wide enough to pass a rolled scroll through the opening. Containing an extra dimensional space, the quiver can hold up to 25 scrolls and weighs 1 pound, regardless of its contents. Placing a scroll in the quiver follows the normal rules for interacting with objects. Retrieving a scroll from the quiver requires you to use an action. When you reach into the quiver for a specific scroll, that scroll is always magically on top. The quiver has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the quiver ruptures and is destroyed. If the quiver is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If a breathing creature is placed within the quiver, the creature can survive for up to 5 minutes, after which time it begins to suffocate. Placing the quiver inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9787,7 +9298,6 @@ "desc": "Certain hemp ropes used in the execution of final justice can affect those beyond the reach of normal magics. This noose has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the hold monster spell from it. Unlike the standard version of this spell, though, the magic of the hangman's noose affects only undead. It regains 1d3 charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9807,7 +9317,6 @@ "desc": "This gray polish is viscous and difficult to spread. The polish can coat one metal weapon or up to 10 pieces of ammunition. Applying the polish takes 1 minute. For 1 hour, the coated item hardens and becomes stronger, and it counts as an adamantine weapon for the purpose of overcoming resistance and immunity to attacks and damage not made with adamantine weapons.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9827,7 +9336,6 @@ "desc": "Any stringed instrument can be a harmonizing instrument, and you must be proficient with stringed instruments to use a harmonizing instrument. This instrument has 3 charges for the following properties. The instrument regains 1d3 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9847,7 +9355,6 @@ "desc": "This well-crafted cap appears to be standard wear for academics. Embroidered on the edge of the inside lining in green thread are sigils. If you cast comprehend languages on them, they read, “They that are guided go not astray.” While wearing the hat, you have advantage on all Intelligence and Wisdom checks. If you are proficient in an Intelligence or Wisdom-based skill, you double your proficiency bonus for the skill.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9867,7 +9374,6 @@ "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast the goodberry spell while using this wand as your spellcasting focus, you can expend 1 of the wand's charges to transform the berries into hazelnuts, which restore 2 hit points instead of 1. The spell is otherwise unchanged. In addition, when you cast a spell that deals lightning damage while using this wand as your spellcasting focus, the spell deals 1 extra lightning damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9887,7 +9393,6 @@ "desc": "This elaborate headpiece is adorned with small gemstones and thin strips of gold that frame your head like a radiant halo. While you wear this headdress, you have advantage on Charisma (Intimidation) and Charisma (Persuasion) checks. The headdress has 5 charges for the following properties. It regains all expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the headdress becomes a nonmagical, tawdry ornament of cheap metals and paste gems.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9907,7 +9412,6 @@ "desc": "This polished and curved wooden headrest is designed to keep the user's head comfortably elevated while sleeping. If you sleep at least 6 hours as part of a long rest while using the headrest, you regain 1 additional spent Hit Die, and your exhaustion level is reduced by 2 (rather than 1) when you finish the long rest.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9927,7 +9431,6 @@ "desc": "This dun-colored, well-worn silk wrap is long enough to cover the face and head of a Medium or smaller humanoid, barely revealing the eyes. While wearing this headscarf over your mouth and nose, you have advantage on ability checks and saving throws against being blinded and against extended exposure to hot weather and hot environments. Pulling the headscarf on or off your mouth and nose requires an action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9947,7 +9450,6 @@ "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9967,7 +9469,6 @@ "desc": "This clay honeypot weighs 10 pounds. A sweet aroma wafts constantly from it, and it produces enough honey to feed up to 12 humanoids. Eating the honey restores 1d8 hit points, and the honey provides enough nourishment to sustain a humanoid for one day. Once 12 doses of the honey have been consumed, the honeypot can't produce more honey until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9987,7 +9488,6 @@ "desc": "Prized by reptilian humanoids, this magic stone is warm to the touch. While carrying this stone, you are comfortable in and can tolerate temperatures as low as –20 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as –50 degrees Fahrenheit.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10007,7 +9507,6 @@ "desc": "This polished orb of dark-green stone is latticed with pulsing crimson inclusions that resemble slowly dilating spatters of blood. While attuned to this orb, your hit point maximum can't be reduced by the bite of a vampire, vampire spawn, or other vampiric creature. In addition, while holding this orb, you can use an action to speak its command word and cast the 2nd-level version of the false life spell. Once used, this property can't be used again until the next dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10027,7 +9526,6 @@ "desc": "While wearing this helm, you can use an action to speak its command word to gain the ability to breathe underwater, but you lose the ability to breathe air. You can speak its command word again or remove the helm as an action to end this effect.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10047,7 +9545,6 @@ "desc": "When you drink this potion, you have advantage on attack rolls made with weapons that deal piercing or slashing damage for 1 minute. This potion's translucent amber liquid glimmers when agitated.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10067,7 +9564,6 @@ "desc": "The colorful surface of this sleek adamantine shortsword exhibits a perpetually shifting, iridescent sheen. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The sword has 5 charges and regains 1d4 + 1 charges daily at dawn. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: disguise self (1 charge), hypnotic pattern (3 charges), or mirror image (2 charges).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10087,7 +9583,6 @@ "desc": "While holding this magic weapon, you can use an action to transform it into a tattoo on the palm of your hand. You can use a bonus action to transform the tattoo back into a weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10107,7 +9602,6 @@ "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10127,7 +9621,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10147,7 +9640,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10167,7 +9659,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10187,7 +9678,6 @@ "desc": "This ceramic jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture with a pungent, muddy reek. The jar and its contents weigh 1/2 pound. Derro matriarchs and children gather a particular green bat guano to cure various afflictions, and the resulting glowing green paste can be spread on the skin to heal various conditions. As an action, one dose of the droppings can be swallowed or applied to the skin. The creature that receives it gains one of the following benefits: - Cured of paralysis or petrification\n- Reduces exhaustion level by one\n- Regains 50 hit points", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10207,7 +9697,6 @@ "desc": "Honey lamps, made from glowing honey encased in beeswax, shed light as a lamp. Though the lamps are often found in the shape of a globe, the honey can also be sealed inside stone or wood recesses. If the wax that shields the honey is broken or smashed, the honey crystallizes in 7 days and ceases to glow. Eating the honey while it is still glowing grants darkvision out to a range of 30 feet for 1 week and 1 day.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10227,7 +9716,6 @@ "desc": "This spirit honey is made from wildflowers growing in an area warped by magic, such as the flowers growing at the base of a wizard's tower or growing in a magical wasteland. When you consume this honey, you have resistance to psychic damage, and you have advantage on Intelligence saving throws. In addition, you can use an action to warp reality around one creature you can see within 60 feet of you. The target must succeed on a DC 15 Intelligence saving throw or be bewildered for 1 minute. At the start of a bewildered creature's turn, it must roll a die. On an even result, the creature can act normally. On an odd result, the creature is incapacitated until the start of its next turn as it becomes disoriented by its surroundings and unable to fully determine what is real and what isn't. You can't warp the reality around another creature in this way again until you finish a long rest.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10247,7 +9735,6 @@ "desc": "This jar is made of beaten metal and engraved with honeybees. It has 7 charges, and it regains 1d6 + 1 expended charges daily at dawn. If you expend the jar's last charge, roll a d20. On a 1, the jar shatters and loses all its magical properties. While holding the jar, you can use an action to expend 1 charge to hurl a glob of honey at a target within 30 feet of you. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the glob expands, and the creature is restrained. A creature restrained by the honey can use an action to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the creature is no longer restrained by the honey.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10267,7 +9754,6 @@ "desc": "If you place 1 pound of honey inside this pot, the honey transforms into an ochre jelly after 24 hours. The jelly remains in a dormant state within the pot until you dump it out. You can use an action to dump the jelly from the pot in an unoccupied space within 5 feet of you. Once dumped, the ochre jelly is hostile to all creatures, including you. Only one ochre jelly can occupy the pot at a time.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10287,7 +9773,6 @@ "desc": "This sturdy, iron rod is topped with the head of a howling wolf with red carnelians for eyes. The rod has 5 charges for the following properties, and it regains 1d4 + 1 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10307,7 +9792,6 @@ "desc": "This simple, polished club has a studded iron band around one end. When you attack a poisoned creature with this magic weapon, you have advantage on the attack roll. When you roll a 20 on an attack roll made with this weapon, the target becomes poisoned for 1 minute. If the target was already poisoned, it becomes incapacitated instead. The target can make a DC 13 Constitution saving throw at the end of each of its turns, ending the poisoned or incapacitated condition on itself on a success. Formerly a moneylender with a heart of stone and a small army of brutal thugs, Faustin the Drunkard awoke one day with a punishing hangover that seemed never-ending. He took this as a sign of punishment from the gods, not for his violence and thievery, but for his taste for the grape, in abundance. He decided all problems stemmed from the “demon” alcohol, and he became a cleric. No less brutal than before, he and his thugs targeted public houses, ale makers, and more. In his quest to rid the world of alcohol, he had the humble cudgel of temperance made and blessed with terrifying power. Now long since deceased, his simple, humble-appearing club continues to wreck havoc wherever it turns up.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10327,7 +9811,6 @@ "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10347,7 +9830,6 @@ "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10367,7 +9849,6 @@ "desc": "This small fetish is made out of bones, feathers, and semi-precious gems. Typically worn around the neck, this charm can also be wrapped around your brow or wrist or affixed to a weapon. While wearing or carrying this charm, you have a bonus to attack and damage rolls made against your favored enemies. The bonus is determined by the charm's rarity.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10387,7 +9868,6 @@ "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10407,7 +9887,6 @@ "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10427,7 +9906,6 @@ "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10447,7 +9925,6 @@ "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10467,7 +9944,6 @@ "desc": "The blade of this weapon is cool to the touch and gives off a yellow-white radiance, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. In temperatures above freezing, vapor wafts off the chilled blade. When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10487,7 +9963,6 @@ "desc": "This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a target on your turn, you can take a bonus action to spend 1 charge and attempt to shove the target. The club grants you a +1 bonus on your Strength (Athletics) check to shove the target. If you roll a 20 on your attack roll with the club, you have advantage on your Strength (Athletics) check to shove the target, and you can push the target up to 10 feet away.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10507,7 +9982,6 @@ "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10527,7 +10001,6 @@ "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10547,7 +10020,6 @@ "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10567,7 +10039,6 @@ "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10587,7 +10058,6 @@ "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, you embed the weapon in the target. If the target is Medium or smaller and is within 5 feet of a wall or other solid object when you hit with this weapon, it is also restrained while the weapon is embedded. At the end of the target's turn while the weapon is embedded in it, the target takes damage equal to the weapon's damage, with no additional modifiers. A creature, including the target, can use its action to make a DC 13 Strength check, removing the weapon from the target on a success. You can remove the embedded weapon from the target by speaking the weapon's command word.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10607,7 +10077,6 @@ "desc": "This block of perfumed incense appears to be normal, nonmagical incense until lit. The incense burns for 1 hour and gives off a lavender scent, accompanied by pale mauve smoke that lightly obscures the area within 30 feet of it. Each spellcaster that takes a short rest in the smoke regains one expended spell slot at the end of the short rest.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10627,7 +10096,6 @@ "desc": "This black, tarry substance can be used to paint a single black doorway on a flat surface. A pot contains enough paint to create one doorway. While painting, you must concentrate on a plane of existence other than the one you currently occupy. If you are not interrupted, the doorway can be painted in 5 minutes. Once completed, the painting opens a two-way portal to the plane you imagined. The doorway is mirrored on the other plane, often appearing on a rocky face or the wall of a building. The doorway lasts for 1 week or until 5 gallons of water with flecks of silver worth at least 2,000 gp is applied to one side of the door.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10647,7 +10115,6 @@ "desc": "This grayish fluid is cool to the touch and slightly gritty. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature has resistance to piercing and slashing damage for 1 hour.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10667,7 +10134,6 @@ "desc": "While wearing this ivy, filigreed crown, you can use an action to cast the divination spell from it. The crown can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10687,7 +10153,6 @@ "desc": "This small, foot-long anvil is engraved with images of jewelry in various stages of the crafting process. It weighs 10 pounds and can be mounted on a table or desk. You can use a bonus action to speak its command word and activate it, causing it to warm any nonferrous metals (including their alloys, such as brass or bronze). While you remain within 5 feet of the anvil, you can verbally command it to increase or decrease the temperature, allowing you to soften or melt any kind of nonferrous metal. While activated, the anvil remains warm to the touch, but its heat affects only nonferrous metal. You can use a bonus action to repeat the command word to deactivate the anvil. If you use the anvil while making any check with jeweler's tools or tinker's tools, you can double your proficiency bonus. If your proficiency bonus is already doubled, you have advantage on the check instead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10707,7 +10172,6 @@ "desc": "This crucial piece of survival gear guarantees safe use of the most basic of consumables. The hinged metal container acts as a cook pot and opens to reveal a cup, plate, and eating utensils. This kit renders any spoiled, rotten, or even naturally poisonous food or drink safe to consume. It can purify only mundane, natural effects. It has no effect on food that is magically spoiled, rotted, or poisoned, and it can't neutralize brewed poisons, venoms, or similarly manufactured toxins. Once it has purified 3 cubic feet of food and drink, it can't be used to do so again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10727,7 +10191,6 @@ "desc": "This stern-faced mask is crafted of silver. While wearing the mask, your gaze can root enemies to the spot. When a creature that can see the mask starts its turn within 30 feet of you, you can use a reaction to force it to make a DC 15 Wisdom saving throw, if you can see the creature and aren't incapacitated. On a failure, the creature is restrained. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the condition lasts until removed with the dispel magic spell or until you end it (no action required). Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10747,7 +10210,6 @@ "desc": "This checkered cotton headdress is indistinguishable from the mundane scarves worn by the desert nomads. As an action, you can remove the headdress, spread it open on the ground, and speak the command word. The keffiyeh transforms into a 3-foot by 5-foot carpet of flying which moves according to your spoken directions provided that you are within 30 feet of it. Speaking the command word a second time transforms the carpet back into a headdress again.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10767,7 +10229,6 @@ "desc": "This stout, oaken cudgel helps you knock your opponents to the ground or away from you. When you hit a creature with this magic weapon, you can shove the target as part of the same attack, using your attack roll in place of a Strength (Athletics) check. The weapon deals damage as normal, regardless of the result of the shove. This property of the club can be used no more than once per hour.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10787,7 +10248,6 @@ "desc": "These small pouches and cylinders are filled with magical powders and reagents, and they each have a small fuse protruding from their closures. You can use an action to light a firework then throw it up to 30 feet. The firework activates immediately or on initiative count 20 of the following round, as detailed below. Once a firework’s effects end, it is destroyed. A firework can’t be lit underwater, and submersion in water destroys a firework. A lit firework can be destroyed early by dousing it with at least 1 gallon of water.\n Blinding Goblin-Cracker (Uncommon). This bright yellow firework releases a blinding flash of light on impact. Each creature within 15 feet of where the firework landed and that can see it must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Deafening Kobold-Barker (Uncommon). This firework consists of several tiny green cylinders strung together and bursts with a loud sound on impact. Each creature within 15 feet of where the firework landed and that can hear it must succeed on a DC 13 Constitution saving throw or be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n Enchanting Elf-Fountain (Uncommon). This purple pyramidal firework produces a fascinating and colorful shower of sparks for 1 minute. The shower of sparks starts on the round after you throw it. While the firework showers sparks, each creature that enters or starts its turn within 30 feet of the firework must make a DC 13 Wisdom saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks made to perceive any creature or object other than the firework until the start of its next turn.\n Fairy Sparkler (Common). This narrow firework is decorated with stars and emits a bright, sparkling light for 1 minute. It starts emitting light on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the firework’s bright light.\n Priest Light (Rare). This silver cylinder firework produces a tall, argent flame and numerous golden sparks for 10 minutes. The flame appears on the round after you throw it. The firework sheds bright light in a 30-foot radius and dim light for an additional 30 feet. An undead creature can’t willingly enter the firework’s bright light by nonmagical means. If the undead creature tries to use teleportation or similar interplanar travel to do so, it must first succeed on a DC 15 Charisma saving throw. If an undead creature is in the bright light when it appears, the creature must succeed on a DC 15 Wisdom saving throw or be compelled to leave the bright light. It won’t move into any obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move out of the bright light. In addition, each non-undead creature in the bright light can’t be charmed, frightened, or possessed by an undead creature.\n Red Dragon’s Breath (Very Rare). This firework is wrapped in gold leaf and inscribed with scarlet runes, and it erupts into a vertical column of fire on impact. Each creature in a 10-foot-radius, 60-foot-high cylinder centered on the point of impact must make a DC 17 Dexterity saving throw, taking 10d6 fire damage on a failed save, or half as much damage on a successful one.\n Snake Fountain (Rare). This short, wide cylinder is red, yellow, and black with a scale motif, and it produces snakes made of ash for 1 minute. It starts producing snakes on the round after you throw it. The firework creates 1 poisonous snake each round. The snakes are friendly to you and your companions. Roll initiative for the snakes as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The snakes remain for 10 minutes, until you dismiss them as a bonus action, or until they are doused with at least 1 gallon of water.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10807,7 +10267,6 @@ "desc": "This green copper ring is etched with the image of a kraken with splayed tentacles. The ring has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn, as long as it was immersed in water for at least 1 hour since the previous dawn. If the ring has at least 1 charge, you have advantage on grapple checks. While wearing this ring, you can expend 1 or more of its charges to cast one of the following spells from it, using spell save DC 15: black tentacles (2 charges), call lightning (1 charge), or control weather (4 charges).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10827,7 +10286,6 @@ "desc": "This dagger's blade is composed of black, bone-like material. Tales suggest the weapon is fashioned from a Voidling's (see Tome of Beasts) tendril barb. When you hit with an attack using this magic weapon, the target takes an extra 2d6 necrotic damage. If you are in dim light or darkness, you regain a number of hit points equal to half the necrotic damage dealt.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10847,7 +10305,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10867,7 +10324,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you wield the axe, you have advantage on Strength (Athletics) checks to shove a creature, and you can shove a creature up to two sizes larger than you.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10887,7 +10343,6 @@ "desc": "Script from dozens of languages flows across this sandstone pyramid's surface. While holding or carrying the pyramid, you understand the literal meaning of any spoken language that you hear. In addition, you understand any written language that you see, but you must be touching the surface on which the words are written. It takes 1 minute to read one page of text. The pyramid has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action to expend 1 of its charges to imbue yourself with magical speech for 1 hour. For the duration, any creature that knows at least one language and that can hear you understands any words you speak. In addition, you can use an action to expend 1 of the pyramid's charges to imbue up to six creatures within 30 feet of you with magical understanding for 1 hour. For the duration, each target can understand any spoken language that it hears.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10907,7 +10362,6 @@ "desc": "This elaborate lantern is covered in simple glyphs, and its glass panels are intricately etched. Two of the panels depict a robed woman holding out a single hand, while the other two panels depict the same woman with her face partially obscured by a hand of cards. The lantern's magic is activated when it is lit, which requires an action. Once lit, the lantern sheds bright light in a 30-foot radius and dim light for an additional 30 feet for 1 hour. You can use an action to open or close one of the glass panels on the lantern. If you open a panel, a vision of a random event that happened or that might happen plays out in the light's area. Closing a panel stops the vision. The visions are shown as nondescript smoky apparitions that play out silently in the lantern's light. At the GM's discretion, the vision might change to a different event each 1 minute that the panel remains open and the lantern lit. Once used, the lantern can't be used in this way again until 7 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10927,7 +10381,6 @@ "desc": "This mithral and gold lantern is emblazoned with a sunburst symbol. While holding the lantern, you have advantage on Wisdom (Insight) and Intelligence (Investigation) checks. As a bonus action, you can speak a command word to cause one of the following effects: - The lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. - The lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. - The lantern sheds dim light in a 5-foot radius.\n- Douse the lantern's light. When you cause the lantern to shed bright light, you can speak an additional command word to cause the light to become sunlight. The sunlight lasts for 1 minute after which the lantern goes dark and can't be used again until the next dawn. During this time, the lantern can function as a standard hooded lantern if provided with oil.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10947,7 +10400,6 @@ "desc": "This brass lantern is fitted with round panels of crown glass and burns for 6 hours on one 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. During a short rest, you can choose up to three creatures to be magically linked by the lantern. When the lantern is lit, its light can be perceived only by you and those linked creatures. To anyone else, the lantern appears dark and provides no illumination.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10967,7 +10419,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. The links of this mail have been stained to create the optical illusion that you are wearing a brown-and-russet feathered tunic. While you wear this armor, you have advantage on Charisma (Performance) checks made with an instrument. In addition, while playing an instrument, you can use a bonus action and choose any number of creatures within 30 feet of you that can hear your song. Each target must succeed on a DC 15 Charisma saving throw or be charmed by you for 1 minute. Once used, this property can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10987,7 +10438,6 @@ "desc": "This quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn't produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11007,7 +10457,6 @@ "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11027,7 +10476,6 @@ "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11047,7 +10495,6 @@ "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11067,7 +10514,6 @@ "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11087,7 +10533,6 @@ "desc": "This thin, curved blade has a bell guard shaped like a curled, golden leaf. You gain a +1 bonus to attack and damage rolls with this magic weapon. When you hit an aberration or undead creature with it, that target takes an extra 1d8 damage of the weapon's type. You can use an action to cast the barkskin spell on yourself for 1 hour, requiring no concentration. Once used, this property can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11107,7 +10552,6 @@ "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11127,7 +10571,6 @@ "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11147,7 +10590,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11167,7 +10609,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11187,7 +10628,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11207,7 +10647,6 @@ "desc": "This cloak is decorated with the spotted white and brown pattern of a barn owl's wing feathers. While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of a Leoninos (see Creature Codex) owl-like feathered wings until you repeat the command word as an action. The wings give you a flying speed equal to your walking speed, and you have advantage on Dexterity (Stealth) checks made while flying in forests and urban settings. In addition, when you fly out of an enemy's reach, you don't provoke opportunity attacks. You can use the cloak to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The cloak regains 2 hours of flying capability for every 12 hours it isn't in use.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11227,7 +10666,6 @@ "desc": "By using an action to recite the incantation inscribed on this scroll, you can conjure a creature to assist you, chosen by the GM or determined by rolling a d8 and consulting the appropriate table. Once the creature appears, the scroll crumbles to dust and is destroyed. The creature vanishes after 8 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In absence of such orders, the creature acts in a fashion appropriate to its nature. Alternately, you can command the creature to perform a single task, which it will do to the best of its ability. A task can be simple (“Remove the debris blocking this passage.”) or complex (“Search the castle, taking care to remain unnoticed. Take a count of the guards and their locations, then return here and draw me a map.”) but must be completable within 8 hours. | d8 | Creature | |\n| --- | -------------------------------------------------------------------------------------------------- | --- |\n| 1 | Dust Mephit\\|Dust/Ice Mephit\\|Ice/Magma Mephit\\|Magma mephit or Lantern Dragonette | ] |\n| 2 | Hippogriff or Clockwork Soldier | |\n| 3 | Imp/Quasit or Aviere | |\n| 4 | Death Dog or Giant Moth - Shockwing | |\n| 5 | Centaur or Roggenwolf | |\n| 6 | Ettercap or Clockwork Hound | |\n| 7 | Ogre of Spider thief | |\n| 8 | Griffon or Dragon - Light - Wyrmling | | | d8 | Creature |\n| --- | ------------------------------------------------------ |\n| 1 | Copper Dragon Wyrmling or Wind Wyrmling Dragon |\n| 2 | Pegasus or Demon - Wind |\n| 3 | Gargoyle or Drake - Hoarfrost |\n| 4 | Grick or Kitsune |\n| 5 | Hell Hound or Kobold - Swolbold |\n| 6 | Winter Wolf or Clockwork Huntsman |\n| 7 | Minotaur or Drake - Peluda |\n| 8 | Doppelganger or Pombero | | d8 | Creature |\n| --- | ------------------------------------------ |\n| 1 | Bearded Devil or Korrigan |\n| 2 | Nightmare or Wyrmling Flame Dragon |\n| 3 | Phase Spider or Bloodsapper |\n| 4 | Chuul or Elemental - Venom |\n| 5 | Ettin or Domovoi |\n| 6 | Succubus or Incubus or Ratatosk |\n| 7 | Salamander or Drake - Moon |\n| 8 | Xorn or Karakura |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11247,7 +10685,6 @@ "desc": "As an action, you can attach this tiny bronze gear to a pile of junk or other small collection of mundane objects and create a Tiny or Small mechanical servant. This servant uses the statistics of a beast with a challenge rating of 1/4 or lower, except it has immunity to poison damage and the poisoned condition, and it can't be charmed or become exhausted. If it participates in combat, the servant lasts for up to 5 rounds or until destroyed. If commanded to perform mundane tasks, such as fetching items, cleaning, or other similar task, it lasts for up to 5 hours or until destroyed. Once affixed to the servant, the gear pulsates like a beating heart. If the gear is removed, you lose control of the servant, which then attacks indiscriminately for up to 5 rounds or until destroyed. Once the duration expires or the servant is destroyed, the gear becomes a nonmagical gear.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11267,7 +10704,6 @@ "desc": "This rod is made from the blackened wood of a lightning-struck tree and topped with a spike of twisted iron. It functions as a magic javelin that grants a +1 bonus to attack and damage rolls made with it. While holding it, you are immune to lightning damage, and each creature within 5 feet of you has resistance to lightning damage. The rod can hold up to 6 charges, but it has 0 charges when you first attune to it. Whenever you are subjected to lightning damage, the rod gains 1 charge. While the rod has 6 charges, you have resistance to lightning damage instead of immunity. The rod loses 1d6 charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11287,7 +10723,6 @@ "desc": "While wearing this simple hat, you have the ability to speak and read a single language. Each cap has a specific language associated with it, and the caps often come in styles or boast features unique to the cultures where their associated languages are most prominent. The GM chooses the language or determines it randomly from the lists of standard and exotic languages.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11307,7 +10742,6 @@ "desc": "This magical cordial is deep red and smells strongly of fennel. You have advantage on the next saving throw against being frightened. The effect ends after you make such a saving throw or when 1 hour has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11327,7 +10761,6 @@ "desc": "The contents of this bottle are inky black and seem to absorb the light. The dark liquid can cover a single Small or Medium creature. Applying the liquid takes 1 minute. For 1 hour, the coated creature has advantage on Dexterity (Stealth) checks. Alternately, you can use an action to hurl the bottle up to 20 feet, shattering it on impact. Magical darkness spreads from the point of impact to fill a 15-foot-radius sphere for 1 minute. This darkness works like the darkness spell.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11347,7 +10780,6 @@ "desc": "This broad, bulky suit of plate is adorned with large, blunt spikes and has curving bull horns affixed to its helm. While wearing this armor, you gain a +1 bonus to AC, and difficult terrain doesn't cost you extra movement.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11367,7 +10799,6 @@ "desc": "Fashioned from mandrake root, this stake longs to taste the heart's blood of vampires. Make a melee attack against a vampire in range, treating the stake as an improvised weapon. On a hit, the stake attaches to a vampire's chest. At the end of the vampire's next turn, roots force their way into the vampire's heart, negating fast healing and preventing gaseous form. If the vampire is reduced to 0 hit points while the stake is attached to it, it is immobilized as if it had been staked. A creature can take its action to remove the stake by succeeding on a DC 17 Strength (Athletics) check. If it is removed from the vampire's chest, the stake is destroyed. The stake has no effect on targets other than vampires.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11387,7 +10818,6 @@ "desc": "You can use this stiletto-bladed dagger to open locks by using an action and making a Strength check. The DC is 5 less than the DC to pick the lock (minimum DC 10). On a success, the lock is broken.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11407,7 +10837,6 @@ "desc": "Legends tell of a dragon whose hide was impenetrable and so tenacious that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon's name was lost, but its legacy remains. This magic amulet is one of two items that were crafted to hold its heart. An intricate engraving of a warrior's sword piercing a dragon's chest is detailed along the front of this untarnished silver locket. Within the locket is a clear crystal vial with a pulsing piece of a dragon's heart. The pulses become more frequent when you are close to death. Attuning to the locket requires you to mix your blood with the blood within the vial. The vial holds 3 charges of dragon blood that are automatically expended when you reach certain health thresholds. The locket regains 1 expended charge for each vial of dragon blood you place in the vial inside the locket up to a maximum of 3 charges. For the purpose of this locket, “dragon” refers to any creature with the dragon type, including drakes and wyverns. While wearing or carrying the locket, you gain the following effects: - When you reach 0 hit points, but do not die outright, the vial breaks and the dragon heart stops pulsing, rendering the item broken and irreparable. You immediately gain temporary hit points equal to your level + your Constitution modifier. If the locket has at least 1 charge of dragon blood, it does not break, but this effect can't be activated again until 3 days have passed. - When you are reduced to half of your maximum hit points, the locket expends 1 charge of dragon blood, and you become immune to any type of blood loss effect, such as the blood loss from a stirge's Blood Drain, for 1d4 + 1 hours. Any existing blood loss effects end immediately when this activates.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11427,7 +10856,6 @@ "desc": "You can place a small keepsake of a creature, such as a miniature portrait, a lock of hair, or similar item, within the locket. The keepsake must be willingly given to you or must be from a creature personally connected to you, such as a relative or lover.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11447,7 +10875,6 @@ "desc": "This shimmering oil can be applied to a lock. Applying the oil takes 1 minute. For 1 hour, any creature that makes a Dexterity check to pick the lock using thieves' tools rolls a d4 ( 1d4) and adds the number rolled to the check.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11467,7 +10894,6 @@ "desc": "This small gray pouch appears empty, though it weighs 3 pounds. Reaching inside the bag reveals dozens of small, metal balls. As an action, you can upend the bag and spread the metal balls to cover a square area that is 5 feet on a side. Any creature that enters the area while wearing metal armor or carrying at least one metal item must succeed on a DC 13 Strength saving throw or stop moving this turn. A creature that starts its turn in the area must succeed on a DC 13 Strength saving throw to leave the area. Alternatively, a creature in the area can drop or remove whatever metal items are on it and leave the area without needing to make a saving throw. The metal balls remain for 1 minute. Once the bag's contents have been emptied three times, the bag can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11487,7 +10913,6 @@ "desc": "The normal range of this bow is doubled, but its long range remains the same.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11507,7 +10932,6 @@ "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11527,7 +10951,6 @@ "desc": "Legends tell of a dragon whose hide was impenetrable and so robust that only a blow to the heart would kill it. An unnamed hero finally defeated it and tore its heart into two. The dragon’s name was lost, but its legacy remains. This sword is one of two items that were crafted to hold its heart. The black blade is adorned with glittering silver runes, and its guard has a shallow opening at the center with grooves connecting it to the first rune. The sword’s pommel is a large, clear crystal held fast by silver scales. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with an attack using this sword, that creature takes an extra 1d6 slashing damage. Runes of Courage. You can’t be frightened while holding or carrying this sword. Fragment of Gram Awakened. You can use a bonus action to awaken a fragment of the spirit of the great wyrm that inhabits this blade. For 24 hours, you gain a +3 bonus to attack and damage rolls with this magic sword, and when you hit a dragon with an attack using this sword, that creature takes an extra 3d6 slashing damage. Once used, this property can’t be used again until 3 days have passed. If you have performed the Dragon Heart Ritual, you can use a bonus action to expend 2 of the sword’s charges to activate this property, and you can use this property as often as you want, as long as you have the charges to do so. Dragon Heart Ritual. If you are also attuned to the locket of dragon vitality (see page 152), you can drain 3 charges from the locket into the sword, turning the crystal pommel a deep red and rendering the locket broken and irreparable. Doing this requires a long rest where you also re-attune with the newly charged sword of volsung. Upon completing the Dragon Heart Ritual, the sword contains all remaining charges from the locket, and you gain the locket’s effects while holding or carrying the sword. When you are reduced to 0 hit points and trigger the locket’s temporary hit points, the sword isn’t destroyed, but you can’t trigger that effect again until 24 hours have passed. The sword regains all expended charges after you slay any dragon. For the purpose of this sword, “dragon” refers to any creature with the dragon type, including drakes and wyverns.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11547,7 +10970,6 @@ "desc": "If you spend 1 hour weaving on this portable loom, roll a 1d20 and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this roll. You must choose to do so before the roll. The loom can't be used this way again until the next dawn. Once you have used the loom 3 times, the fabric is complete, and the loom is no longer magical. The fabric becomes a shifting tapestry that represents the events where you used the loom's power to alter fate.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11567,7 +10989,6 @@ "desc": "This tiny stone statue of a grinning monkey holds a leather loop in its paws, allowing the charm to hang from a belt or pouch. While attuned to this charm, you can use a bonus action to gain a +1 bonus on your next ability check, attack roll, or saving throw. Once used, the charm can't be used again until the next dawn. You can be attuned to only one lucky charm at a time.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11587,7 +11008,6 @@ "desc": "This worn, clipped copper piece has 6 charges. You can use a reaction to expend 1 charge and gain a +1 bonus on your next ability check. The coin regains 1d6 charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, the coin runs out of luck and becomes nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11607,7 +11027,6 @@ "desc": "You gain a +1 bonus to saving throws while you wear this simple, black eyepatch. In addition, if you are missing the eye that the eyepatch covers and you roll a 1 on the d20 for a saving throw, you can reroll the die and must use the new roll. The eyepatch can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11627,7 +11046,6 @@ "desc": "This grisly helm is made from the leather-reinforced skull and antlers of a deer with a fox skull and hide stretched over it. It is secured by a strap made from a magically preserved length of deer entrails. While wearing this helm, you gain a +1 bonus to AC, and you have advantage on Dexterity (Stealth) and Wisdom (Survival) checks.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11647,7 +11065,6 @@ "desc": "This pungent perfume has a woodsy and slightly musky scent. As an action, you can splash or spray the contents of this vial on yourself or another creature within 5 feet of you. For 1 minute, the perfumed creature attracts nearby humanoids and beasts. Each humanoid and beast within 60 feet of the perfumed creature and that can smell the perfume must succeed on a DC 15 Wisdom saving throw or be charmed by the perfumed creature until the perfume fades or is washed off with at least 1 gallon of water. While charmed, a creature is incapacitated, and, if the creature is more than 5 feet away from the perfumed creature, it must move on its turn toward the perfumed creature by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11667,7 +11084,6 @@ "desc": "This cracked black leather cloak is warm to the touch and faint ruddy light glows through the cracks. While wearing this cloak, you have resistance to cold damage. As an action, you can touch the brass clasp and speak the command word, which transforms the cloak into a flowing mantle of lava for 1 minute. During this time, you are unharmed by the intense heat, but any hostile creature within 5 feet of you that touches you or hits you with a melee attack takes 3d6 fire damage. In addition, for the duration, you suffer no damage from contact with lava, and you can burrow through lava at half your walking speed. The cloak can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11687,7 +11103,6 @@ "desc": "This fruity mead is the color of liquid gold and is rumored to be brewed with a tear from the goddess of bearfolk herself. When you drink this mead, you regenerate lost hit points for 1 minute. At the start of your turn, you regain 10 hit points if you have at least 1 hit point.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11707,7 +11122,6 @@ "desc": "While wearing this armor, the maximum Dexterity modifier you can add to determine your Armor Class is 4, instead of 2. While wearing this armor, if you are wielding a sword and no other weapons, you gain a +2 bonus to damage rolls with that sword.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11727,7 +11141,6 @@ "desc": "Ten spikes stick out of the head of this magic weapon. While holding the morningstar, you can fire one of the spikes as a ranged attack, using your Strength modifier for the attack and damage rolls. This attack has a normal range of 100 feet and a long range of 200 feet. On a hit, the spike deals 1d8 piercing damage. Once all of the weapon's spikes have been fired, the morningstar deals bludgeoning damage instead of the piercing damage normal for a morningstar until the next dawn, at which time the spikes regrow.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11747,7 +11160,6 @@ "desc": "This red silk cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing it, you can visit retribution on any creature that dares spill your blood. When you take piercing, slashing, or necrotic damage from a creature, you can use a reaction to expend 1 charge to turn your blood into a punishing spray. The creature that damaged you must make a DC 13 Dexterity saving throw, taking 2d10 acid damage on a failed save, or half as much damage on a successful one.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11767,7 +11179,6 @@ "desc": "Created by village elders for druidic scouts to better traverse and survey the perimeters of their lands, this cloak resembles thick oak bark but bends and flows like silk. While wearing this cloak, you can use an action to cast the tree stride spell on yourself at will, except trees need not be living in order to pass through them.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11787,7 +11198,6 @@ "desc": "This splendid lion pelt is designed to be worn across the shoulders with the paws clasped at the base of the neck. While wearing this mantle, your speed increases by 10 feet, and the mantle's lion jaws are a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, the mantle's bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. In addition, if you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that creature must succeed on a DC 15 Strength saving throw or be knocked prone. If a creature is knocked prone in this way, you can make an attack with the mantle's bite against the prone creature as a bonus action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11807,7 +11217,6 @@ "desc": "While wearing this midnight-blue mantle covered in writhing runes, you gain a +1 bonus to saving throws, and if you succeed on a saving throw against a spell that allows you to make a saving throw to take only half the damage or suffer partial effects, you instead take no damage and suffer none of the spell's effects.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11827,7 +11236,6 @@ "desc": "This book contains exercises and techniques to better perform a specific physical task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Strength or Dexterity-based skill (such as Athletics or Stealth) associated with the book. The manual then loses its magic, but regains it in ten years.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11847,7 +11255,6 @@ "desc": "A manual of the lesser golem can be found in a book, on a scroll, etched into a piece of stone or metal, or scribed on any other medium that holds words, runes, and arcane inscriptions. Each manual of the lesser golem describes the materials needed and the process to be followed to create one type of lesser golem. The GM chooses the type of lesser golem detailed in the manual or determines the golem type randomly. To decipher and use the manual, you must be a spellcaster with at least one 2nd-level spell slot. You must also succeed on a DC 10 Intelligence (Arcana) check at the start of the first day of golem creation. If you fail the check, you must wait at least 24 hours to restart the creation process, and you take 3d6 psychic damage that can be regained only after a long rest. A lesser golem created via a manual of the lesser golem is not immortal. The magic that keeps the lesser golem intact gradually weakens until the golem finally falls apart. A lesser golem lasts exactly twice the number of days it takes to create it (see below) before losing its power. Once the golem is created, the manual is expended, the writing worthless and incapable of creating another. The statistics for each lesser golem can be found in the Creature Codex. | dice: 1d20 | Golem | Time | Cost |\n| ---------- | ---------------------- | ------- | --------- |\n| 1-7 | Lesser Hair Golem | 2 days | 100 gp |\n| 8-13 | Lesser Mud Golem | 5 days | 500 gp |\n| 14-17 | Lesser Glass Golem | 10 days | 2,000 gp |\n| 18-20 | Lesser Wood Golem | 15 days | 20,000 gp |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11867,7 +11274,6 @@ "desc": "This tome contains information and incantations necessary to make a Vine Golem (see Tome of Beasts 2). To decipher and use the manual, you must be a druid with at least two 3rd-level spell slots. A creature that can't use a manual of vine golems and attempts to read it takes 4d6 psychic damage. To create a vine golem, you must spend 20 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also use powders made from rare plants and crushed gems worth 30,000 gp to create the vine golem, all of which are consumed in the process. Once you finish creating the vine golem, the book decays into ash. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11887,7 +11293,6 @@ "desc": "This viscous ink is typically found in 1d4 pots, and each pot contains 3 doses. You can use an action to pour one dose of the ink onto parchment, vellum, or cloth then fold the material. As long as the ink-stained material is folded and on your person, the ink captures your footsteps and surroundings on the material, mapping out your travels with great precision. You can unfold the material to pause the mapping and refold it to begin mapping again. Deduct the time the ink maps your travels in increments of 1 hour from the total mapping time. Each dose of ink can map your travels for 8 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11907,7 +11312,6 @@ "desc": "This intricate clockwork recreation of a Tiny duck is fashioned of brass and tin. Its head is painted with green lacquer, the bill is plated in gold, and its eyes are small chips of black onyx. You can use an action to wind the mallard's key, and it springs to life, ready to follow your commands. While active, it has AC 13, 18 hit points, speed 25 ft., fly 40 ft., and swim 30 ft. If reduced to 0 hit points, it becomes nonfunctional and can't be activated again until 24 hours have passed, during which time it magically repairs itself. If damaged but not disabled, it regains any lost hit points at the next dawn. It has the following additional properties, and you choose which property to activate when you wind the mallard's key.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11927,7 +11331,6 @@ "desc": "A favored weapon of hill giants, this greatclub appears to be little more than a thick tree branch. When you hit a giant with this magic weapon, the giant takes an extra 1d8 bludgeoning damage. When you roll a 20 on an attack roll made with this weapon, the target is stunned until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11947,7 +11350,6 @@ "desc": "This painted wooden animal mask is adorned with a pair of gazelle horns. While wearing this mask, your walking speed increases by 10 feet, and your long jump is up to 25 feet with a 10-foot running start.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11967,7 +11369,6 @@ "desc": "These fierce yet regal war masks are made by shamans in the cold northern mountains for their chieftains. Carved from the wood of alpine trees, each mask bears the image of a different creature native to those regions. Cave Bear (Uncommon). This mask is carved in the likeness of a roaring cave bear. While wearing it, you have advantage on Charisma (Intimidation) checks. In addition, you can use an action to summon a cave bear (use the statistics of a brown bear) to serve you in battle. The bear is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as attack your enemies. In the absence of such orders, the bear acts in a fashion appropriate to its nature. It vanishes at the next dawn or when it is reduced to 0 hit points. The mask can’t be used this way again until the next dawn. Behir (Very Rare). Carvings of stylized lightning decorate the closed, pointed snout of this blue, crocodilian mask. While wearing it, you have resistance to lightning damage. In addition, you can use an action to exhale lightning in a 30-foot line that is 5 feet wide Each creature in the line must make a DC 17 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn. Mammoth (Uncommon). This mask is carved in the likeness of a mammoth’s head with a short trunk curling up between the eyes. While wearing it, you count as one size larger when determining your carrying capacity and the weight you can lift, drag, or push. In addition, you can use an action to trumpet like a mammoth. Choose up to six creatures within 30 feet of you and that can hear the trumpet. For 1 minute, each target is under the effect of the bane (if a hostile creature; save DC 13) or bless (if a friendly creature) spell (no concentration required). This mask can’t be used this way again until the next dawn. Winter Wolf (Rare). Carved in the likeness of a winter wolf, this white mask is cool to the touch. While wearing it, you have resistance to cold damage. In addition, you can use an action to exhale freezing air in a 15-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 3d8 cold damage on a failed save, or half as much damage on a successful one. This mask can’t be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11987,7 +11388,6 @@ "desc": "This is a set of well-worn but finely crafted fishing gear. You have advantage on any Wisdom (Survival) checks made to catch fish or other seafood when using it. If you ever roll a 1 on your check while using the tackle, roll again. If the second roll is a 20, you still fail to catch anything edible, but you pull up something interesting or valuable—a bottle with a note in it, a fragment of an ancient tablet carved in ancient script, a mermaid in need of help, or similar. The GM decides what you pull up and its value, if it has one.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12007,7 +11407,6 @@ "desc": "This antique set of four nesting dolls is colorfully painted though a bit worn from the years. When attuning to this item, you must give each doll a name, which acts as a command word to activate its properties. You must be within 30 feet of a doll to activate it. The dolls have a combined total of 5 charges, and the dolls regain all expended charges daily at dawn. The largest doll is lined with a thin sheet of lead. A spell or other effect that can sense the presence of magic, such as detect magic, reveals only the transmutation magic of the largest doll, and not any of the dolls or other small items that may be contained within it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12027,7 +11426,6 @@ "desc": "This goat mask with long, curving horns is carved from dark wood and framed in goat's hair. While wearing this mask, you can use its horns to make unarmed strikes. When you hit with it, your horns deal piercing damage equal to 1d6 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike. If you moved at least 15 feet straight toward the target before you attacked with the horns, the attack deals piercing damage equal to 2d6 + your Strength modifier instead. In addition, you can gaze through the eyes of the mask at one target you can see within 30 feet of you. The target must succeed on a DC 17 Wisdom saving throw or be affected as though it failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. Once used, this property of the mask can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12047,7 +11445,6 @@ "desc": "You are immune to the frightened condition while you wear this medal. If you are already frightened, the effect ends immediately when you put on the medal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12067,7 +11464,6 @@ "desc": "This swirling liquid is the collected memory of a mortal who willingly traded that memory away to the fey. When you touch the philter, you feel a flash of the emotion contained within. You can unstopper and pour out the philter as an action, unless otherwise specified. The philter's effects take place immediately, either on you or on a creature you can see within 30 feet (your choice). If the target is unwilling, it can make a DC 15 Wisdom saving throw to resist the effect of the philter. A creature affected by a philter experiences the memory contained in the vial. A memory philter can be used only once, but the vial can be reused to store a new memory. Storing a new memory requires a few herbs, a 10-minute ritual, and the sacrifice of a memory. The required sacrifice is detailed in each entry below.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12087,7 +11483,6 @@ "desc": "This slender brooch is fashioned of silver and shaped in the image of an angel. You can use an action to attach this brooch to a creature, pinning it to clothing or otherwise affixing it to their person. When you cast a spell that restores hit points on the creature wearing the brooch, the spell has a range of 30 feet if its range is normally touch. Only you can transfer the brooch from one creature to another. The creature wearing the brooch can't pass it to another creature, but it can remove the brooch as an action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12107,7 +11502,6 @@ "desc": "This plate armor was magically crafted from plates of interlocking stone. Tiny rubies inlaid in the chest create a glittering mosaic of flames. When you fall while wearing this armor, you can tuck your knees against your chest and curl into a ball. While falling in this way, flames form around your body. You take half the usual falling damage when you hit the ground, and fire explodes from your form in a 20-foot-radius sphere. Each creature in this area must make a DC 15 Dexterity saving throw. On a failed save, a target takes fire damage equal to the falling damage you took, or half as much on a successful saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12127,7 +11521,6 @@ "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12147,7 +11540,6 @@ "desc": "This four-inch high, painted, ceramic figurine animates and sings one song, typically about 3 minutes in length, when you set it down and speak the command word. The song is chosen by the figurine's original creator, and the figurine's form is typically reflective of the song's style. A red-nosed dwarf holding a mug sings a drinking song; a human figure in mourner's garb sings a dirge; a well-dressed elf with a harp sings an elven love song; or similar, though some creators find it amusing to create a figurine with a song counter to its form. If you pick up the figurine before the song finishes, it falls silent.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12167,7 +11559,6 @@ "desc": "This 8-inch diameter mirror is set in a delicate, silver frame. While holding this mirror within 30 feet of another mirror, you can spend 10 minutes magically connecting the mirror of eavesdropping to that other mirror. The mirror of eavesdropping can be connected to only one mirror at a time. While holding the mirror of eavesdropping within 1 mile of its connected mirror, you can use an action to speak its command word and activate it. While active, the mirror of eavesdropping displays visual information from the connected mirror, which has normal vision and darkvision out to 30 feet. The connected mirror's view is limited to the direction the mirror is facing, and it can be blocked by a solid barrier, such as furniture, a heavy cloth, or similar. You can use a bonus action to deactivate the mirror early. When the mirror has been active for a total of 10 minutes, you can't activate it again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12187,7 +11578,6 @@ "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12207,7 +11597,6 @@ "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12227,7 +11616,6 @@ "desc": "This metal armor is always polished to a mirror sheen, highly reflective, and can't be dulled. If a creature has an action or trait that requires it to gaze at you to affect you, such as a basilisk's Petrifying Gaze or a lich's Frightening Gaze, it sees its reflection in the armor and is also affected by the gaze.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12247,7 +11635,6 @@ "desc": "This small bauble consists of a flat crescent, which binds a small disc that freely spins in its housing. Each side of the disc is intricately etched with an incomplete pillar and pyre. \nPillar of Fire. While holding this bauble, you can use an action to remove the disc, place it on the ground, and speak its command word to transform it into a 5-foot-tall flaming pillar of intricately carved stone. The pillar sheds bright light in a 20-foot radius and dim light for an additional 20 feet. It is warm to the touch, but it doesn’t burn. A second command word returns the pillar to its disc form. When the pillar has shed light for a total of 10 minutes, it returns to its disc form and can’t be transformed into a pillar again until the next dawn. \nRecall Magic. While holding this bauble, you can use an action to spin the disc and regain one expended 1st-level spell slot. Once used, this property can’t be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12267,7 +11654,6 @@ "desc": "While you hold this small, square contraption, you can use an action to target a creature within 60 feet of you that can hear you. The target must succeed on a DC 13 Charisma saving throw or attack rolls against it have advantage until the start of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12287,7 +11673,6 @@ "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12307,7 +11692,6 @@ "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12327,7 +11711,6 @@ "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12347,7 +11730,6 @@ "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12367,7 +11749,6 @@ "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12387,7 +11768,6 @@ "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12407,7 +11787,6 @@ "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12427,7 +11806,6 @@ "desc": "This spiked armor is a dark, almost black crimson when inactive. This more powerful version of hellfire armor has 3 charges. It regains all expended charges daily at dawn. If you expend 1 charge as part of the action to make the armor glow, you can make the armor emit heat in addition to light for 1 minute. For the duration, when a creature touches you or hits you with a melee attack while within 5 feet of you, it takes 1d4 fire damage. You are immune to the armor’s heat while wearing it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12447,7 +11825,6 @@ "desc": "This thin volume holds a scant few dozen vellum pages between its mottled, scaled cover. The pages are scrawled with tight, efficient text which is broken up by outlandish pencil drawings of animals and birds combined together. With the rituals contained in this book, you can combine two or more animals into an adult hybrid of all creatures used. Each ritual requires the indicated amount of time, the indicated cost in mystic reagents, a live specimen of each type of creature to be combined, and enough floor space to draw a combining rune which encircles the component creatures. Once combined, the hybrid creature is a typical example of its new kind, though some aesthetic differences may be detectable. You can't control the creatures you create with this handbook, though the magic of the combining ritual prevents your creations from attacking you for the first 24 hours of their new lives. | Creature | Time | Cost | Component Creatures |\n| ---------------- | -------- | -------- | -------------------------------------------------------- |\n| Flying Snake | 10 mins | 10 gp | A poisonous snake and a Small or smaller bird of prey |\n| Leonino | 10 mins | 15 gp | A cat and a Small or smaller bird of prey |\n| Wolpertinger | 10 mins | 20 gp | A rabbit, a Small or smaller bird of prey, and a deer |\n| Carbuncle | 1 hour | 500 gp | A cat and a bird of paradise |\n| Cockatrice | 1 hour | 150 gp | A lizard and a domestic bird such as a chicken or turkey |\n| Death Dog | 1 hour | 100 gp | A dog and a rooster |\n| Dogmole | 1 hour | 175 gp | A dog and a mole |\n| Hippogriff | 1 hour | 200 gp | A horse and a giant eagle |\n| Bearmit crab | 6 hours | 600 gp | A brown bear and a giant crab |\n| Griffon | 6 hours | 600 gp | A lion and a giant eagle |\n| Pegasus | 6 hours | 1,000 gp | A white horse and a giant owl |\n| Manticore | 24 hours | 2,000 gp | A lion, a porcupine, and a giant bat |\n| Owlbear | 24 hours | 2,000 gp | A brown bear and a giant eagle |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12467,7 +11844,6 @@ "desc": "This preserved monkey's paw hangs on a simple leather thong. This paw helps you alter your fate. If you are wearing this paw when you fail an attack roll, ability check, or saving throw, you can use your reaction to reroll the roll with a +10 bonus. You must take the second roll. When you use this property of the paw, one of its fingers curls tight to the palm. When all five fingers are curled tightly into a fist, the monkey's paw loses its magic.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12487,7 +11863,6 @@ "desc": "This charm is comprised of six polished river stones bound into the shape of a star with glue made from the connective tissues of animals. The reflective surfaces of the stones shimmer with a magical iridescence. While you are within 20 feet of a living tree, you can use a bonus action to become invisible for 1 minute. While invisible, you can use a bonus action to become visible. If you do, each creature of your choice within 30 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this charm's blinding feature for the next 24 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12507,7 +11882,6 @@ "desc": "This lens is rainbow-hued and protected by a sturdy leather case. It has 4 charges, and it regains 1d3 + 1 expended charges daily at dawn. As an action, you can hold the lens to your eye, speak its command word, and expend 2 charges to cause one of the following effects: - *** Find Loved One.** You know the precise location of one creature you love (platonic, familial, or romantic). This knowledge extends into other planes. - *** True Path.** For 1 hour, you automatically succeed on all Wisdom (Survival) checks to navigate in the wild. If you are underground, you automatically know the most direct route to reach the surface.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12527,7 +11901,6 @@ "desc": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12547,7 +11920,6 @@ "desc": "The blade of this magic weapon seems to shine from within with a pale, white light. The weapon deals an extra 1d6 radiant damage to any creature it hits. If the creature is a shapechanger or any other creature not in its true form, it becomes frightened until the start of your next turn. At the start of its turn, a creature frightened in this way must succeed on a DC 13 Charisma saving throw or immediately return to its true form. For the purpose of this weapon, “shapechanger” refers to any creature with the Shapechanger trait.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12567,7 +11939,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12587,7 +11958,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12607,7 +11977,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12627,7 +11996,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12647,7 +12015,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12667,7 +12034,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12687,7 +12053,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12707,7 +12072,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12727,7 +12091,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12747,7 +12110,6 @@ "desc": "You can use a bonus action to speak this magic weapon's command word, causing the blade to weep a caustic, green acid. While weeping acid, the weapon deals an extra 2d6 acid damage to any target it hits. The weapon continues to weep acid until you use a bonus action to speak the command word again or you sheathe or drop the weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12767,7 +12129,6 @@ "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. The massive head of this axe is made from chiseled stone lashed to its haft by thick rope and leather strands. Small chips of stone fall from its edge intermittently, though it shows no sign of damage or wear. You can use your action to speak the command word to cause small stones to float and swirl around the axe, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. The light remains until you use a bonus action to speak the command word again or until you drop or sheathe the axe. As a bonus action, choose a creature you can see. For 1 minute, that creature must succeed on a DC 15 Wisdom saving throw each time it is damaged by the axe or become frightened until the end of your next turn. Creatures of Large size or greater have disadvantage on this save. Once used, this property of the axe can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12787,7 +12148,6 @@ "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12807,7 +12167,6 @@ "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12827,7 +12186,6 @@ "desc": "This crossbow has a weathered look, and scenes of mountains are etched across its stock. An adamantine grappling hook and cable are built into this magic crossbow. While no ammunition is loaded in the crossbow, you can use an action to fire the grappling hook at a surface, structure, precipice, or other similar location that you can see within 60 feet of you. The grappling hook magically attaches to the surface and connects to the crossbow via an adamantine cable. While the grappling hook is attached to a surface and you are holding the crossbow, you can use an action to speak a command word to reel yourself and up to 1,000 pounds of willing creatures and objects connected to you to the surface. Speaking a second command word as a bonus action releases the grappling hook from the surface, reattaching it to the crossbow, and winds the cable back into a tiny pocket dimension inside the crossbow. This cable has AC 12, 20 hit points, and immunity to all damage except acid, lightning, and slashing damage from adamantine weapons. If the cable drops to 0 hit points, the crossbow can't be used in this way again until 24 hours have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12847,7 +12205,6 @@ "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12867,7 +12224,6 @@ "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12887,7 +12243,6 @@ "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12907,7 +12262,6 @@ "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12927,7 +12281,6 @@ "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12947,7 +12300,6 @@ "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12967,7 +12319,6 @@ "desc": "This magical armor is laid with enchantments to mute its noise and ease movement, even muting and dulling its colors and shine when you attempt to conceal yourself. While wearing this armor, you don't have disadvantage on Dexterity (Stealth) checks as a result of wearing the armor, but you might still have disadvantage on such checks from other effects.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12987,7 +12338,6 @@ "desc": "While you hold this broad, tall mug, any liquid placed inside it warms or cools to exactly the temperature you want it, though the mug can't freeze or boil the liquid. If you drop the mug or it is knocked from your hand, it always lands upright without spilling its contents.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13007,7 +12357,6 @@ "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13027,7 +12376,6 @@ "desc": "This finely balanced scimitar has an elaborate brass hilt. You gain a +2 bonus on attack and damage rolls made with this magic weapon. You can use a bonus action to speak the scimitar's command word, causing the blade to shed bright green light in a 10-foot radius and dim light for an additional 10 feet. The light lasts until you use a bonus action to speak the command word again or until you drop or sheathe the scimitar. When you roll a 20 on an attack roll made with this weapon, the target is overcome with the desire for mutiny. On the target's next turn, it must make one attack against its nearest ally, then the effect ends, whether or not the attack was successful.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13047,7 +12395,6 @@ "desc": "This dubious old book, bound in heavy leather with iron hasps, details the forbidden secrets and monstrous blasphemy of a multitude of nightmare cults that worship nameless and ghastly entities. It reads like the monologue of a maniac, illustrated with unsettling glyphs and filled with fluctuating moments of vagueness and clarity. The tome is a spellbook that contains the following spells, all of which can be found in the Mythos Magic Chapter of Deep Magic for 5th Edition: black goat's blessing, curse of Yig, ectoplasm, eldritch communion, emanation of Yoth, green decay, hunger of Leng, mind exchange, seed of destruction, semblance of dread, sign of Koth, sleep of the deep, summon eldritch servitor, summon avatar, unseen strangler, voorish sign, warp mind and matter, and yellow sign. At the GM's discretion, the tome can contain other spells similarly related to the Great Old Ones. While attuned to the book, you can reference it whenever you make an Intelligence check to recall information about any aspect of evil or the occult, such as lore about Great Old Ones, mythos creatures, or the cults that worship them. When doing so, your proficiency bonus for that check is doubled.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13067,7 +12414,6 @@ "desc": "The scent of death and decay hangs around this grey ink. It is typically found in 1d4 pots, and each pot contains 2 doses. If you spend 1 minute using one dose of the ink to draw symbols of death on a dead creature that has been dead no longer than 10 days, you can imbue the creature with the ink's magic. The creature rises 24 hours later as a skeleton or zombie (your choice), unless the creature is restored to life or its body is destroyed. You have no control over the undead creature.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13087,7 +12433,6 @@ "desc": "This hard, gritty, flavorless bead can be dissolved in liquid or powdered between your fingers and sprinkled over food. Doing so neutralizes any poisons that may be present. If the food or liquid is poisoned, it takes on a brief reddish hue where it makes contact with the bead as the bead dissolves. Alternatively, you can chew and swallow the bead and gain the effects of an antitoxin.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13107,7 +12452,6 @@ "desc": "This pole is crafted to exact retribution for an act of cowardice or dishonor. It's a sturdy wooden stave, 6 to 10 feet long, carved with runes that name the dishonored target of the pole's curse. The carved shaft is draped in horsehide, topped with a horse's skull, and placed where its target is expected to pass by. Typically, the pole is driven into the ground or wedged into a rocky cleft in a remote spot where the intended victim won't see it until it's too late. The pole is created to punish a specific person for a specific crime. The exact target must be named on the pole; a generic identity such as “the person who blinded Lars Gustafson” isn't precise enough. The moment the named target approaches within 333 feet, the pole casts bestow curse (with a range of 333 feet instead of touch) on the target. The DC for the target's Wisdom saving throw is 15. If the saving throw is successful, the pole recasts the spell at the end of each round until the saving throw fails, the target retreats out of range, or the pole is destroyed. Anyone other than the pole's creator who tries to destroy or knock down the pole is also targeted by a bestow curse spell, but only once. The effect of the curse is set when the pole is created, and the curse lasts 8 hours without requiring concentration. The pole becomes nonmagical once it has laid its curse on its intended target. An untriggered and forgotten nithing pole remains dangerous for centuries.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13127,7 +12471,6 @@ "desc": "This book has a black leather cover with silver bindings and a silver front plate. Void Speech glyphs adorn the front plate, which is pitted and tarnished. The pages are thin sheets of corrupted brass and are inscribed with more blasphemous glyphs. While you are attuned to the lexicon, you can speak, read, and write Void Speech, and you know the crushing curse* cantrip. At the GM's discretion, you know the chill touch cantrip instead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13147,7 +12490,6 @@ "desc": "You can use this wand as a spellcasting focus. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can expend 1 charge as an action to cast the detect poison and disease spell from it. When you cast a spell that deals cold damage while using this wand as your spellcasting focus, the spell deals 1 extra cold damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13167,7 +12509,6 @@ "desc": "These bronze bracers are etched with depictions of frolicking octopuses. While wearing these bracers, you can use an action to speak their command word and transform your arms into tentacles. You can use a bonus action to repeat the command word and return your arms to normal. The tentacles are natural melee weapons, which you can use to make unarmed strikes. Your reach extends by 5 feet while your arms are tentacles. When you hit with a tentacle, it deals bludgeoning damage equal to 1d8 + your Strength or Dexterity modifier (your choice). If you hit a creature of your size or smaller than you, it is grappled. Each tentacle can grapple only one target. While grappling a target with a tentacle, you can't attack other creatures with that tentacle. While your arms are tentacles, you can't wield weapons that require two hands, and you can't wield shields. In addition, you can't cast a spell that has a somatic component. When the bracers' property has been used for a total of 10 minutes, the magic ceases to function until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13187,7 +12528,6 @@ "desc": "An intricately depicted replica of an eyeball, right down to the blood vessels and other fine details, this item is carved from sacred hardwoods by soothsayers using a specialized ceremonial blade handcrafted specifically for this purpose. When you use an action to place the orb within the eye socket of a skull, it telepathically shows you the last thing that was experienced by the creature before it died. This lasts for up to 1 minute and is limited to only what the creature saw or heard in the final moments of its life. The orb can't show you what the creature might have detected using another sense, such as tremorsense.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13207,7 +12547,6 @@ "desc": "This dagger has a twisted, jagged blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature other than a construct or an undead with this weapon, it loses 1d4 hit points at the start of each of its turns from a jagged wound. Each time you successfully hit the wounded target with this dagger, the damage dealt by the wound increases by 1d4. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the wounded creature receives magical healing.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13227,7 +12566,6 @@ "desc": "This odorless, colorless oil can cover a Medium or smaller object or creature, along with the equipment the creature is wearing or carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected target gives off no scent, can't be tracked by scent, and can't be detected with Wisdom (Perception) checks that rely on smell.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13247,7 +12585,6 @@ "desc": "This cauldron boils anything placed inside it, whether venison or timber, to a vaguely edible paste. A spoonful of the paste provides enough nourishment to sustain a creature for one day. As a bonus action, you can speak the pot's command word and force it to roll directly to you at a speed of 40 feet per round as long as you and the pot are on the same plane of existence. It follows the shortest possible path, stopping when it moves to within 5 feet of you, and it bowls over or knocks down any objects or creatures in its path. A creature in its path must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage and be knocked prone. When this magic pot comes into contact with an object or structure, it deals 4d6 bludgeoning damage. If the damage doesn't destroy or create a path through the object or structure, the pot continues to deal damage at the end of each round, carving a path through the obstacle.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13267,7 +12604,6 @@ "desc": "You can apply this thick, gray oil to one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13287,7 +12623,6 @@ "desc": "Sometimes known as weedkiller oil, this greasy amber fluid contains the crushed husks of dozens of locusts. One vial of the oily substance can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item deals an extra 1d6 necrotic damage to plants or plant creatures on a successful hit. The oil can also be applied directly to a willing, restrained, or immobile plant or plant creature. In this case, the substance deals 4d6 necrotic damage, which is enough to kill most ordinary plant life smaller than a large tree.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13307,7 +12642,6 @@ "desc": "This viscous indigo-hued oil smells of iron. The oil can coat one bludgeoning weapon or up to 5 pieces of bludgeoning ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical, has a +1 bonus to attack and damage rolls, and deals an extra 1d4 force damage on a hit.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13327,7 +12661,6 @@ "desc": "This astringent-smelling oil stings slightly when applied to flesh, but the feeling quickly fades. The oil can cover a Medium or smaller creature (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. For 1 hour, the affected creature has advantage on Constitution saving throws to maintain its concentration on a spell when it takes damage, and it has advantage on ability checks and saving throws made to endure pain. However, the affected creature's flesh is slightly numbed and senseless, and it has disadvantage on ability checks that require fine motor skills or a sense of touch.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13347,7 +12680,6 @@ "desc": "You can apply this fine, silvery oil to one piercing or slashing weapon or up to 5 pieces of piercing or slashing ammunition. Applying the oil takes 1 minute. For 1 hour, any attack with the coated item scores a critical hit on a roll of 19 or 20.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13367,7 +12699,6 @@ "desc": "This horned mask is fashioned into the fearsome likeness of a pale oni. The mask has 6 charges for the following properties. The mask regains 1d6 expended charges daily at dawn. Spells. While wearing the mask, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 15): charm person (1 charge), invisibility (2 charges), or sleep (1 charge). Change Shape. You can expend 3 charges as an action to magically polymorph into a Small or Medium humanoid, into a Large giant, or back into your true form. Other than your size, your statistics are the same in each form. The only equipment that is transformed is your weapon, which enlarges or shrinks so that it can be wielded in any form. If you die, you revert to your true form, and your weapon reverts to its normal size.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13387,7 +12718,6 @@ "desc": "This small charm resembles a human finger bone engraved with runes and complicated knotwork patterns. As you contemplate a specific course of action that you plan to take within the next 30 minutes, you can use an action to snap the charm in half to gain the benefit of an augury spell. Once used, the charm is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13407,7 +12737,6 @@ "desc": "This plain, glass orb shimmers with iridescence. While holding this orb, you can use an action to speak its command word, which causes it to levitate and emit multicolored light. Each creature other than you within 10 feet of the orb must succeed on a DC 13 Wisdom saving throw or look at only the orb for 1 minute. For the duration, a creature looking at the orb has disadvantage on Wisdom (Perception) checks to perceive anything that is not the orb. Creatures that failed the saving throw have no memory of what happened while they were looking at the orb. Once used, the orb can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13427,7 +12756,6 @@ "desc": "Originally fashioned in the laboratory of the archmage Lugax for his good natured but often roguish friend, Kennich, these spherical ceramic containers are the size of a large human fist. Arcane sigils decorate each orb, detailing its properties to those capable of reading the sigils. The magic-infused chemicals in each orb must be briefly exposed to air before being thrown to activate them. A metal rod sits in the cork of each orb, allowing you to quickly twist open the container before throwing it. Typically, 1d4 + 1 orbs of obfuscation are found together. You can use an action to activate and throw the orb up to 60 feet. The orb explodes on impact and is destroyed. The orb's effects are determined by its type. Orb of Obfuscation (Uncommon). This orb is a dark olive color with a stripe of bright blue paint encircling it. When activated, the orb releases an opaque grey gas and creates a 30-foot-radius sphere of this gas centered on the point where the orb landed. The sphere spreads around corners, and its area is heavily obscured. The magical gas also dampens sound. Each creature in the gas can hear only sounds originating within 5 feet of it, and creatures outside of the gas can’t hear sounds originating inside the gas. The gas lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Explosive Orb of Obfuscation (Rare). This oblong orb has a putty grey color with a stripe of yellow paint encircling it. When activated, this orb releases the same opaque grey gas as the orb of obfuscation. In addition to the effects of that gas, this orb also releases a burst of caustic chemicals on impact. Each creature within a 15-foot radius of where the orb landed must make a DC 15 Dexterity saving throw, taking 4d4 acid damage on a failed save, or half as much damage on a successful one. If a creature fails this saving throw, the chemicals cling to it for 1 minute. At the end of each of its turns, the creature must succeed on a DC 15 Constitution saving throw or take 2d4 acid damage from the clinging chemicals. Any creature can take an action to remove the clinging chemicals with a successful DC 15 Wisdom (Medicine) check.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13447,7 +12775,6 @@ "desc": "Carved in the likeness of a serpent swallowing its own tail, this circular jade amulet is frequently worn by serpentfolk mystics and the worshippers of dark and forgotten gods. While wearing this amulet, you have advantage on saving throws against being charmed. In addition, you can use an action to cast the suggestion spell (save DC 13). The amulet can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13467,7 +12794,6 @@ "desc": "This smooth paper is like vellum but is prepared from dozens of scales cast off by a Pact Drake (see Creature Codex). A contract can be inked on this paper, and the paper limns all falsehoods on it with a fiery glow. A command word clears the paper, allowing for several drafts. Another command word locks the contract in place and leaves space for signatures. Creatures signing the contract are afterward bound by the contract with all other signatories alerted when one of the signatories breaks the contract. The creature breaking the contract must succeed on a DC 15 Charisma saving throw or become blinded, deafened, and stunned for 1d6 minutes. A creature can repeat the saving throw at the end of each of minute, ending the conditions on itself on a success. After the conditions end, the creature has disadvantage on saving throws until it finishes a long rest. Once a contract has been locked in place and signed, the paper can't be cleared. If the contract has a duration or stipulation for its end, the pact paper is destroyed when the contract ends, releasing all signatories from any further obligations and immediately ending any effects on them.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13487,7 +12813,6 @@ "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13507,7 +12832,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13527,7 +12851,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13547,7 +12870,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13567,7 +12889,6 @@ "desc": "This fine, cloth-wrapped 2-foot-long pole unfolds into a parasol with a diameter of 3 feet, which is large enough to cover one Medium or smaller creature. While traveling under the parasol, you ignore the drawbacks of traveling in hot weather or a hot environment. Though it protects you from the sun's heat in the desert or geothermal heat in deep caverns, the parasol doesn't protect you from damage caused by super-heated environments or creatures, such as lava or an azer's Heated Body trait, or magic that deals fire damage, such as the fire bolt spell.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13587,7 +12908,6 @@ "desc": "This foot-long box is 6 inches wide and 6 inches deep. With 1 minute of work, the box's poles and multicolored silks can be unfolded into a pavilion expansive enough to sleep eight Medium or smaller creatures comfortably. The pavilion can stand in winds of up to 60 miles per hour without suffering damage or collapsing, and its interior remains comfortable and dry no matter the weather conditions or temperature outside. Creatures who sleep within the pavilion are immune to spells and other magical effects that would disrupt their sleep or negatively affect their dreams, such as the monstrous messenger version of the dream spell or a night hag's Nightmare Haunting. Creatures who take a long rest in the pavilion, and who sleep for at least half that time, have shared dreams of future events. Though unclear upon waking, these premonitions sit in the backs of the creatures' minds for the next 24 hours. Before the duration ends, a creature can call on the premonitions, expending them and immediately gaining one of the following benefits.\n- If you are surprised during combat, you can choose instead to not be surprised.\n- If you are not surprised at the beginning of combat, you have advantage on the initiative roll.\n- You have advantage on a single attack roll, ability check, or saving throw.\n- If you are adjacent to a creature that is attacked, you can use a reaction to interpose yourself between the creature and the attack. You become the new target of the attack.\n- When in combat, you can use a reaction to distract an enemy within 30 feet of you that attacks an ally you can see. If you do so, the enemy has disadvantage on the attack roll.\n- When an enemy uses the Disengage action, you can use a reaction to move up to your speed toward that enemy. Once used, the pavilion can't be used again until the next dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13607,7 +12927,6 @@ "desc": "This white pearl shines iridescently in almost any light. While underwater and grasping the pearl, you have resistance to cold damage and to bludgeoning damage from nonmagical attacks.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13627,7 +12946,6 @@ "desc": "This pendant consists of a hollow metal cylinder on a fine, silver chain and is capable of holding one scroll. When you put a spell scroll in the pendant, it is added to your list of known or prepared spells, but you must still expend a spell slot to cast it. If the spell has more powerful effects when cast at a higher level, you can expend a spell slot of a higher level to cast it. If you have metamagic options, you can apply any metamagic option you know to the spell, expending sorcery points as normal. When you cast the spell, the spell scroll isn't consumed. If the spell on the spell scroll isn't on your class's spell list, you can't cast it unless it is half the level of the highest spell level you can cast (minimum level 1). The pendant can hold only one scroll at a time, and you can remove or replace the spell scroll in the pendant as an action. When you remove or replace the spell scroll, you don't immediately regain spell slots expended on the scroll's spell. You regain expended spell slots as normal for your class.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13647,7 +12965,6 @@ "desc": "A pendant fashioned from the claw or horn of a Pact Drake (see Creature Codex) is affixed to a thin gold chain. While you wear it, you know if you hear a lie, but this doesn't apply to evasive statements that remain within the boundaries of the truth. If you lie while wearing this pendant, you become poisoned for 10 minutes.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13667,7 +12984,6 @@ "desc": "The head of this spear is deadly sharp, despite the rust and slimy residue on it that always accumulate no matter how well it is cleaned. When you hit a creature with this magic weapon, it must succeed on a DC 13 Constitution saving throw or contract the sewer plague disease.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13687,7 +13003,6 @@ "desc": "Unlike other magic items, multiple creatures can attune to the phase mirror by touching it as part of the same short rest. A creature remains attuned to the mirror as long as it is on the same plane of existence as the mirror or until it chooses to end its attunement to the mirror during a short rest. Phase mirrors look almost identical to standard mirrors, but their surfaces are slightly clouded. These mirrors are found in a variety of sizes, from handheld to massive disks. The larger the mirror, the more power it can take in, and consequently, the more creatures it can affect. When it is created, a mirror is connected to a specific plane. The mirror draws in starlight and uses that energy to move between its current plane and its connected plane. While holding or touching a fully charged mirror, an attuned creature can use an action to speak the command word and activate the mirror. When activated, the mirror transports all creatures attuned to it to the mirror's connected plane or back to the Material Plane at a destination of the activating creature's choice. This effect works like the plane shift spell, except it transports only attuned creatures, regardless of their distance from each other, and the destination must be on the Material Plane or the mirror's connected plane. If the mirror is broken, its magic ends, and each attuned creature is trapped in whatever plane it occupies when the mirror breaks. Once activated, the mirror stays active for 24 hours and any attuned creature can use an action to transport all attuned creatures back and forth between the two planes. After these 24 hours have passed, the power drains from the mirror, and it can't be activated again until it is recharged. Each phase mirror has a different recharge time and limit to the number of creatures that can be attuned to it, depending on the mirror's size.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13707,7 +13022,6 @@ "desc": "This dart was crafted by the monk Phidjetz, a martial recluse obsessed with dragons. The spinner consists of a golden central disk with four metal dragon heads protruding symmetrically from its center point: one red, one white, one blue and one black. As an action, you can spin the disk using the pinch grip in its center. You choose a single target within 30 feet and make a ranged attack roll. The spinner then flies at the chosen target. Once airborne, each dragon head emits a blast of elemental energy appropriate to its type. When you hit a creature, determine which dragon head affects it by rolling a d4 on the following chart. | d4 | Effect |\n| --- | ---------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | Red. The target takes 1d6 fire damage and combustible materials on the target ignite, doing 1d4 fire damage each turn until it is put out. |\n| 2 | White. The target takes 1d6 cold damage and is restrained until the start of your next turn. |\n| 3 | Blue. The target takes 1d6 lightning damage and is paralyzed until the start of your next turn. |\n| 4 | Black. The target takes 1d6 acid damage and is poisoned until the start of your next turn. | After the attack, the spinner flies up to 60 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13727,7 +13041,6 @@ "desc": "When you drink this vibrant green, effervescent potion, you gain a finite amount of good fortune. Roll a d3 to determine where your fortune falls: ability checks (1), saving throws (2), or attack rolls (3). When you make a roll associated with your fortune, you can choose to tap into your good fortune and reroll the d20. This effect ends after you tap into your good fortune or when 1 hour has passed. | d3 | Use fortune for |\n| --- | --------------- |\n| 1 | ability checks |\n| 2 | saving throws |\n| 3 | attack rolls |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13747,7 +13060,6 @@ "desc": "This egg-shaped red and black stone is hot to the touch. An ancient, fossilized phoenix egg, the stone holds the burning essence of life and rebirth. While you are carrying the stone, you have resistance to fire damage. Fiery Rebirth. If you drop to 0 hit points while carrying the stone, you can drop to 1 hit point instead. If you do, a wave of flame bursts out from you, filling the area within 20 feet of you. Each of your enemies in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much damage on a successful one. Once used, this property can’t be used again until the next dawn, and a small, burning crack appears in the egg’s surface. Spells. The stone has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: revivify (1 charge), raise dead (2 charges), or resurrection (3 charges, the spell functions as long as some bit of the target’s body remains, even just ashes or dust). If you expend the last charge, roll a d20. On a 1, the stone shatters into searing fragments, and a firebird (see Tome of Beasts) arises from the ashes. On any other roll, the stone regains 1d3 charges.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13767,7 +13079,6 @@ "desc": "The metal head of this war pick is covered in tiny arcane runes. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the war pick to attack a construct, elemental, fey, or other creature made almost entirely of ice or snow. When you roll a 20 on an attack roll made with this weapon against such a creature, the target takes an extra 2d8 piercing damage. When you hit an object made of ice or snow with this weapon, the object doesn't have a damage threshold when determining the damage you deal to it with this weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13787,7 +13098,6 @@ "desc": "You must be proficient with wind instruments to use these strange, pale ivory pipes. They have 5 charges. You can use an action to play them and expend 1 charge to emit a weird strain of alien music that is audible up to 600 feet away. Choose up to three creatures within 60 feet of you that can hear you play. Each target must succeed on a DC 15 Wisdom saving throw or be affected as if you had cast the confusion spell on it. The pipes regain 1d4 + 1 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13807,7 +13117,6 @@ "desc": "This hand crossbow is made from coal-colored wood. Its limb is made from cold steel and boasts engravings of sharp teeth. The barrel is magically oiled and smells faintly of ash. The grip is made from rough leather. You gain a +2 bonus on attack and damage rolls made with this magic weapon. When you hit with an attack with this weapon, you can force the target of your attack to succeed on a DC 15 Strength saving throw or be pushed 5 feet away from you. The target takes damage, as normal, whether it was pushed away or not. As a bonus action, you can increase the distance creatures are pushed to 20 feet for 1 minute. If the creature strikes a solid object before the movement is complete, it takes 1d6 bludgeoning damage for every 10 feet traveled. Once used, this property of the crossbow can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13827,7 +13136,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13847,7 +13155,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13867,7 +13174,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13887,7 +13193,6 @@ "desc": "This four-faceted lead weight is hung on a long leather strip, which can be wound around the haft or handle of any melee weapon. You can remove the plumb and transfer it to another weapon whenever you wish. Weapons with the plumb attached to it deal additional force damage equal to your proficiency bonus (up to a maximum of 3). As an action, you can activate the plumb to change this additional damage type to fire, cold, lightning, or back to force.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13907,7 +13212,6 @@ "desc": "This oak chest, measuring 3 feet by 5 feet by 3 feet, is secured with iron bands, which depict naval combat and scenes of piracy. The chest opens into an extradimensional space that can hold up to 3,500 cubic feet or 15,000 pounds of material. The chest always weighs 200 pounds, regardless of its contents. Placing an item in the sea chest follows the normal rules for interacting with objects. Retrieving an item from the chest requires you to use an action. When you open the chest to access a specific item, that item is always magically on top. If the chest is destroyed, its contents are lost forever, though an artifact that was inside always turns up again, somewhere. If a bag of holding, portable hole, or similar object is placed within the chest, that item and the contents of the chest are immediately destroyed, and the magic of the chest is disrupted for one day, after which the chest resumes functioning as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13927,7 +13231,6 @@ "desc": "When you unfold and throw this 5-foot by 5-foot square of black cloth into the air as an action, it creates a portal to an oasis hidden within an extra-dimensional space. A pool of shallow, fresh water fills the center of the oasis, and bountiful fruit and nut trees grow around the pool. The fruits and nuts from the trees provide enough nourishment for up to 10 Medium creatures. The air in the oasis is pure, cool, and even a little crisp, and the environment is free from harmful effects. When creatures enter the extra-dimensional space, they are protected from effects and creatures outside the oasis as if they were in the space created by a rope trick spell, and a vine dangles from the opening in place of a rope, allowing access to the oasis. The effect lasts for 24 hours or until all the creatures leave the extra-dimensional oasis, whichever occurs first. Any creatures still inside the oasis at the end of 24 hours are harmlessly ejected. Once used, the pocket oasis can't be used again for 24 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13947,7 +13250,6 @@ "desc": "What looks like a simple snuff box contains a magical, glowing ember. Though warm to the touch, the ember can be handled without damage. It can be used to ignite flammable materials quickly. Using it to light a torch, lantern, or anything else with abundant, exposed fuel takes a bonus action. Lighting any other fire takes an action. The ember is consumed when used. If the ember is consumed, the box creates a new ember at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13967,7 +13269,6 @@ "desc": "When you hit with an attack using this magic whip, the target takes an extra 2d4 poison damage. If you hold one end of the whip and use an action to speak its command word, the other end magically extends and darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 17 Dexterity saving throw or become restrained. While restrained, the target takes 2d4 poison damage at the start of each of its turns, and you can use an action to pull the target up to 20 feet toward you. If you would move the target into damaging terrain, such as lava or a pit, it can make a DC 17 Strength saving throw. On a success, the target isn't pulled toward you. You can't use the whip to make attacks while it is restraining a target, and if you release your end of the whip, the target is no longer restrained. The restrained target can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check (target's choice). On a success, the target is no longer restrained by the whip. When the whip has restrained creatures for a total of 1 minute, you can't restrain a creature with the whip again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13987,7 +13288,6 @@ "desc": "The milky liquid in this bottle shimmers when agitated, as small, glittering particles swirl within it. When you drink this potion, it reduces your exhaustion level by one, removes any reduction to one of your ability scores, removes the blinded, deafened, paralyzed, and poisoned conditions, and cures you of any diseases currently afflicting you.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14007,7 +13307,6 @@ "desc": "This potion's pale blue fluid smells like salty air, and a seagull's feather floats in it. You can breathe air for 1 hour after drinking this potion. If you could already breathe air, this potion has no effect.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14027,7 +13326,6 @@ "desc": "This brown, sludgy potion tastes extremely foul. When you drink this potion, the taste of your flesh is altered to be unpalatable for 1 hour. During this time, if a creature hits you with a bite attack, it must succeed on a DC 10 Constitution saving throw or spend its next action gagging and retching. A creature with an Intelligence of 4 or lower avoids biting you again unless compelled or commanded by an outside force or if you attack it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14047,7 +13345,6 @@ "desc": "A small, red sphere bobs up and down in the clear, effervescent liquid inside this bottle but disappears when the bottle is opened. When you drink this potion, your body becomes rubbery, and you are immune to falling damage for 1 hour. If you fall at least 10 feet, your body bounces back the same distance. As a reaction while falling, you can angle your fall and position your legs to redirect this distance. For example, if you fall 60 feet, you can redirect your bounce to propel you 30 feet up and 30 feet forward from the position where you landed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14067,7 +13364,6 @@ "desc": "When you drink this clear, effervescent liquid, your body becomes unnaturally buoyant for 1 hour. When you are immersed in water or other liquids, you rise to the surface (at a rate of up to 30 feet per round) to float and bob there. You have advantage on Strength (Athletics) checks made to swim or stay afloat in rough water, and you automatically succeed on such checks in calm waters.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14087,7 +13383,6 @@ "desc": "For 1 hour after drinking this potion, you have resistance to poison damage, and you have advantage on saving throws against being blinded, deafened, paralyzed, and poisoned. In addition, if you are poisoned, this potion neutralizes the poison. Known for its powerful, somewhat burning smell, this potion is difficult to drink, requiring a successful DC 13 Constitution saving throw to drink it. On a failure, you are poisoned for 10 minutes and don't gain the benefits of the potion.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14107,7 +13402,6 @@ "desc": "When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. The recipe for this potion is flawed and infused with dangerous Void energies. When you drink this potion, you are also poisoned. While poisoned, you take 2d4 poison damage at the end of each minute. If you are reduced to 0 hit points while poisoned, you have disadvantage on death saving throws. This bubbling, pale blue potion is commonly used by the derro and is almost always paired with a Potion of Dire Cleansing or Holy Verdant Bat Droppings (see page 147). Warriors who use this potion without a method of removing the poison don't intend to return home from battle.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14127,7 +13421,6 @@ "desc": "When you drink this potion, your skin glows with radiance, and you are filled with joy and bliss for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight. While glowing, you are blinded and have disadvantage on Dexterity (Stealth) checks to hide. If a creature with the Sunlight Sensitivity trait starts its turn in the bright light you shed, it takes 2d4 radiant damage. This potion's golden liquid sparkles with motes of sunlight.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14147,7 +13440,6 @@ "desc": "A withered snake's tongue floats in the shimmering gold liquid within this crystalline vial. When you drink this potion, you regain one expended spell slot or one expended use of a class feature, such as Divine Sense, Rage, Wild Shape, or other feature with limited uses. Until you finish a long rest, you can't speak a deliberate lie. You are aware of this effect after drinking the potion. Your words can be evasive, as long as they remain within the boundaries of the truth.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14167,7 +13459,6 @@ "desc": "After drinking this potion, you can use an action to exhale a cloud of icy fog in a 20-foot cube originating from you. The cloud spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When a creature enters the cloud for the first time on a turn or starts its turn there, that creature must succeed on a DC 13 Constitution saving throw or take 2d4 cold damage. The effects of this potion end after you have exhaled one fog cloud or 1 hour has passed. This potion has a gray, cloudy appearance and swirls vigorously when shaken.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14187,7 +13478,6 @@ "desc": "The glass bottle holding this thick, red liquid is strangely pliable, and compresses in your hand under the slightest pressure while it still holds the magical liquid. When you drink this potion, your body becomes extremely flexible and adaptable to pressure. For 1 hour, you have resistance to bludgeoning damage, can squeeze through a space large enough for a creature two sizes smaller than you, and have advantage on Dexterity (Acrobatics) checks made to escape a grapple.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14207,7 +13497,6 @@ "desc": "This potion's container holds a gritty liquid that moves and pours like water filled with fine particles of sand. When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. While in this gaseous form, your appearance is that of a vortex of spiraling sand instead of a misty cloud. In addition, you have advantage on Dexterity (Stealth) checks while in a sandy environment, and, while motionless in a sandy environment, you are indistinguishable from an ordinary swirl of sand.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14227,7 +13516,6 @@ "desc": "For 1 hour after you drink this potion, you can move across icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn't cost you extra movement. This sparkling blue liquid contains tiny snowflakes that disappear when shaken.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14247,7 +13535,6 @@ "desc": "The liquid in this vial is clear like water, and it gives off a slight iridescent sheen when shaken or swirled. When you drink this potion, you and everything you are wearing and carrying turn transparent, but not completely invisible, for 10 minutes. During this time, you have advantage on Dexterity (Stealth) checks, and ranged attacks against you have disadvantage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14267,7 +13554,6 @@ "desc": "Small flecks of brown hair are suspended in this clear, syrupy liquid. When you drink this potion, you transform into a worg for 1 hour. This works like the polymorph spell, but you retain your Intelligence, Wisdom, and Charisma scores. While in worg form, you can speak normally, and you can cast spells that have only verbal components. This transformation doesn't give you knowledge of the Goblin or Worg languages, and you are able to speak and understand those languages only if you knew them before the transformation.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14287,7 +13573,6 @@ "desc": "This small rug is woven with intricate patterns that depict religious iconography. When you attune to it, the iconography and the mat's colors change to the iconography and colors most appropriate for your deity. If you spend 10 minutes praying to your deity while kneeling on this mat, you regain one expended use of Channel Divinity. The mat can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14307,7 +13592,6 @@ "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14327,7 +13611,6 @@ "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14347,7 +13630,6 @@ "desc": "A murky liquid or smoke churns inside this small, glass globe. Typically, 1d3 primal dooms are found together. You can use an action to throw the globe up to 30 feet. It shatters on impact and is destroyed. Each creature within 5 feet of where the globe landed must succeed on a DC 15 Wisdom saving throw or take psychic damage. If at least one creature failed the saving throw, the primal essence of the Lower Planes within the globe coalesces into a fiend, depending on the type of globe. The fiend lasts for 1 minute and acts on its own, but it views you and your allies as its allies. Primal Doom of Anguish (Uncommon). This globe deals 2d6 psychic damage and summons a dretch or a lemure (your choice) on a failed saving throw. Primal Doom of Pain (Rare). This globe deals 4d6 psychic damage and summons a barbed devil or vrock (your choice) on a failed saving throw. Primal Doom of Rage (Very Rare). This globe deals 6d6 psychic damage and summons a bone devil or glabrezu (your choice) on a failed saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14367,7 +13649,6 @@ "desc": "This armor is fashioned from the scales of a great, subterranean beast shunned by the gods. While wearing it, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the armor increases its range by 60 feet, but you have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you are in sunlight. In addition, while wearing this armor, you have advantage on saving throws against spells cast by agents of the gods, such as celestials, fiends, clerics, and cultists.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14387,7 +13668,6 @@ "desc": "This battered, old compass has engravings of lumps of ore and natural crystalline minerals. While holding this compass, you can use an action to name a type of metal or stone. The compass points to the nearest naturally occurring source of that metal or stone for 1 hour or until you name a different type of metal or stone. The compass can point to cut gemstones, but it can't point to processed metals, such as iron swords or gold coins. The compass can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14407,7 +13687,6 @@ "desc": "This utilitarian, rectangular standing mirror measures 4 feet tall and 2 feet wide. Despite its plain appearance, the mirror allows creatures to quickly change outfits. While in front of the mirror, you can use an action to speak the mirror's command word to be clothed in an outfit stored in the mirror. The outfit you are currently wearing is stored in the mirror or falls to the floor at your feet (your choice). The mirror can hold up to 12 outfits. An outfit must be a set of clothing or armor. An outfit can include other wearable items, such as a belt with pouches, a backpack, headwear, or footwear, but it can't include weapons or other carried items unless the weapon or carried item is sheathed, stored in a backpack, pocket, or pouch, or similarly attached to the outfit. The extent of how many attachments an outfit can have before it is considered more than one outfit or it is no longer considered an outfit is at the GM's discretion. To store an outfit you are wearing in the mirror, you must spend at least 1 minute rotating slowly in front of the mirror and speak the mirror's second command word. You can use a bonus action to speak a third command word to cause the mirror to display the outfits it contains. When found, the mirror contains 1d10 + 2 outfits. If the mirror is destroyed, all outfits it contains fall in a heap at its base.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14427,7 +13706,6 @@ "desc": "This quill is fashioned from the feather of some exotic beast, often a giant eagle, griffon, or hippogriff. When you take an action to speak the command word, the quill animates, transcribing each word spoken by you, and up to three other creatures you designate, onto whatever material is placed before it until the command word is spoken again, or it has scribed 250 words. Once used, the quill can't be used again for 8 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14447,7 +13725,6 @@ "desc": "A practiced hand sewed together a collection of cloth remnants from magical garb to make this colorful and warm blanket. You can use an action to unfold it and pour out three drops of wine in tribute to its maker. If you do so, the blanket becomes a 5-foot wide, 10-foot-long bridge as sturdy as steel. You can fold the bridge back up as an action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14467,7 +13744,6 @@ "desc": "This small apple-sized globule is made from a highly reflective silver material and has a single, golden rune etched on it. Typically, 1d4 + 4 radiance bombs are found together. You can use an action to throw the globule up to 60 feet. The globule explodes on impact and is destroyed. Each creature within a 10-foot radius of where the globule landed must make a DC 13 Dexterity saving throw. On a failure, a creature takes 3d6 radiant damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14487,7 +13763,6 @@ "desc": "These bronze bracers are engraved with the image of an ankh with outstretched wings. While wearing these bracers, you have resistance to necrotic damage, and you can use an action to speak the command word while crossing the bracers over your chest. If you do so, each undead that can see you within 30 feet of you must make a Wisdom saving throw. The DC is equal to 8 + your proficiency bonus + your Wisdom modifier. On a failure, an undead creature is turned for 1 minute or until it takes any damage. This feature works like the cleric's Turn Undead class feature, except it can't be used to destroy undead. The bracers can't be used to turn undead again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14507,7 +13782,6 @@ "desc": "The gilded pages of this holy tome are bound between thin plates of moonstone crystal that emit a gentle incandescence. Aureate celestial runes adorn nearly every inch of its blessed surface. In addition, while you are attuned to the book, the spells written in it count as prepared spells and don't count against the number of spells you can prepare each day. You don't gain additional spell slots from this feature. The following spells are written in the book: beacon of hope, bless, calm emotions, commune, cure wounds, daylight, detect evil and good, divine favor, flame strike, gentle repose, guidance, guiding bolt, heroism, lesser restoration, light, produce flame, protection from evil and good, sacred flame, sanctuary, and spare the dying. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Once used, this property of the book can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14527,7 +13801,6 @@ "desc": "This magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a 1d8. The number rolled determines the damage type of the extra damage. | d8 | Damage Type |\n| --- | ----------- |\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Lightning |\n| 5 | Necrotic |\n| 6 | Poison |\n| 7 | Radiant |\n| 8 | Thunder |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14547,7 +13820,6 @@ "desc": "This thin, oily liquid shimmers with the colors of the spectrum. For 1 hour after drinking this potion, you can use an action to change the color of your hair, skin, eyes, or all three to any color or mixture of colors in any hue, pattern, or saturation you choose. You can change the colors as often as you want for the duration, but the color changes disappear at the end of the duration.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14567,7 +13839,6 @@ "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14587,7 +13858,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Any attack with this axe that hits a structure or an object that isn't being worn or carried is a critical hit. When you roll a 20 on an attack roll made with this axe, the target takes an extra 1d10 cold damage and 1d10 necrotic damage as the axe briefly becomes a rift to the Void.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14607,7 +13877,6 @@ "desc": "While wearing this ring, you can use a bonus action to create a weightless, magic shield that shimmers with arcane energy. You must be proficient with shields to wield this semitranslucent shield, and you wield it in the same hand that wears the ring. The shield lasts for 1 hour or until you dismiss it (no action required). Once used, you can't use the ring in this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14627,7 +13896,6 @@ "desc": "This book, which hosts a dormant Bookkeeper (see Creature Codex), appears to be a journal filled with empty pages. You can use an action to place the open book on a surface and speak its command word to activate it. It remains active until you use an action to speak the command word again. The book records all things said within 60 feet of it. It can distinguish voices and notes those as it records. The book can hold up to 12 hours' worth of conversation. You can use an action to speak a second command word to remove up to 1 hour of recordings in the book, while a third command word removes all the book's recordings. Any creature, other than you or targets you designate, that peruses the book finds the pages blank.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14647,7 +13915,6 @@ "desc": "The head of this warhammer is constructed of undersea volcanic rock and etched with images of roaring flames and boiling water. You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 on an attack roll made with this weapon, the hammer erupts with magma, and the target takes an extra 4d6 fire damage. In addition, if the target is underwater, the water around it begins to boil with the heat of your blow, and each creature other than you within 5 feet of the target takes 2d6 fire damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14667,7 +13934,6 @@ "desc": "This 60-foot length of fine wire cable weighs 2 pounds. If you hold one end of the cable and use an action to speak its command word, the other end plunges into the ground, burrowing through dirt, sand, snow, mud, ice, and similar material to emerge from the ground at a destination you can see up to its maximum length away. The cable can't burrow through solid rock. On the turn it is activated, you can use a bonus action to magically travel from one end of the cable to the other, appearing in an unoccupied space within 5 feet of the other end. On subsequent turns, any creature in contact with one end of the cable can use an action to appear in an unoccupied space within 5 feet of the other end of it. A creature magically traveling from one end of the cable to the other doesn't provoke opportunity attacks. You can retract the cable by using a bonus action to speak the command word a second time.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14687,7 +13953,6 @@ "desc": "This ornamental bracer features a reservoir sewn into its lining. As an action, you can fill the reservoir with a single potion or vial of liquid, such as a potion of healing or antitoxin. While attuned to this bracer, you can use a bonus action to speak the command word and absorb the liquid as if you had consumed it. Liquid stored in the bracer for longer than 8 hours evaporates.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14707,7 +13972,6 @@ "desc": "Etchings of flames adorn this breastplate, which is wrapped in chains of red gold, silver, and black iron. While wearing this armor, you gain a +1 bonus to AC. In addition, if a creature scores a critical hit against you, you have advantage on any attacks against that creature until the end of your next turn or until you score a critical hit against that creature. - You have resistance to necrotic damage, and you are immune to poison damage. - You can't be charmed or poisoned, and you don't suffer from exhaustion.\n- You have darkvision out to a range of 60 feet.\n- You have advantage on saving throws against effects that turn undead.\n- You can use an action to sense the direction of your killer. This works like the locate creature spell, except you can sense only the creature that killed you. You rise as an undead only if your death was caused with intent; accidental deaths or deaths from unintended consequences (such as dying from a disease unintentionally passed to you) don't activate this property of the armor. You exist in this deathly state for up to 1 week per Hit Die or until you exact revenge on your killer, at which time your body crumbles to ash and you finally die. You can be restored to life only by means of a true resurrection or wish spell.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14727,7 +13991,6 @@ "desc": "This shawl is made of old raven feathers woven together with elk sinew and small bones. When you are reduced to 0 hit points while wearing the shawl, it explodes in a burst of freezing wind. Each creature within 10 feet of you must make a DC 13 Dexterity saving throw, taking 4d6 cold damage on a failed save, or half as much damage on a successful one. You then regain 4d6 hit points, and the shawl disintegrates into fine black powder.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14747,7 +14010,6 @@ "desc": "This orb is a sphere of obsidian 3 inches in diameter. When you speak the command word in Void Speech, you can throw the sphere as an action to a point within 60 feet. When the sphere reaches the point you choose or if it strikes a solid object on the way, it immediately stops and generates a tiny rift into the Void. The area within 20 feet of the rift orb becomes difficult terrain, and gravity begins drawing everything in the affected area toward the rift. Each creature in the area at the start of its turn, or when it enters the area for the first time on a turn, must succeed on a DC 15 Strength saving throw or be pulled 10 feet toward the rift. A creature that touches the rift takes 4d10 necrotic damage. Unattended objects in the area are pulled 10 feet toward the rift at the start of your turn. Nonmagical objects pulled into the rift are destroyed. The rift orb functions for 1 minute, after which time it becomes inert. It can't be used again until the following midnight.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14767,7 +14029,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14787,7 +14048,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14807,7 +14067,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14827,7 +14086,6 @@ "desc": "This stylized silver ring is favored by spellcasters accustomed to fighting creatures capable of shrugging off most spells. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you cast a spell of 5th level or lower that has only one target and the target succeeds on the saving throw, you can use a reaction and expend 1 charge from the ring to change the spell's target to a new target within the spell's range. The new target is then affected by the spell, but the new target has advantage on the saving throw. You can't move the spell more than once this way, even if the new target succeeds on the saving throw. You can't move a spell that affects an area, that has multiple targets, that requires an attack roll, or that allows the target to make a saving throw to reduce, but not prevent, the effects of the spell, such as blight or feeblemind.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14847,7 +14105,6 @@ "desc": "This polished brass ring has 3 charges. While wearing the ring, you are inspired to daring acts that risk life and limb, especially if such acts would impress or intimidate others who witness them. When you choose a course of action that could result in serious harm or possible death (your GM has final say in if an action qualifies), you can expend 1 of the ring's charges to roll a d10 and add the number rolled to any d20 roll you make to achieve success or avoid damage, such as a Strength (Athletics) check to scale a sheer cliff and avoid falling or a Dexterity saving throw made to run through a hallway filled with swinging blades. The ring regains all expended charges daily at dawn. In addition, if you fail on a roll boosted by the ring, and you failed the roll by only 1, the ring regains 1 expended charge, as its magic recognizes a valiant effort.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14867,7 +14124,6 @@ "desc": "This copper ring is set with a round stone of blue quartz. While you wear the ring, the stone's color changes to red if a shapechanger comes within 30 feet of you. For the purpose of this ring, “shapechanger” refers to any creature with the Shapechanger trait.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14887,7 +14143,6 @@ "desc": "A large, orange cat's eye gem is held in the fittings of this ornate silver ring, looking as if it is grasped by scaled talons. While wearing this ring, your senses are sharpened. You have advantage on Intelligence (Investigation) and Wisdom (Perception) checks, and you can take the Search action as a bonus action. In addition, you are able to discern the value of any object made of precious metals or minerals or rare materials by handling it for 1 round.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14907,7 +14162,6 @@ "desc": "If you normally have disadvantage on attack rolls made with weapons with the Heavy property due to your size, you don't have disadvantage on those attack rolls while you wear this ring. This ring has no effect on you if you are Medium or larger or if you don't normally have disadvantage on attack rolls with heavy weapons.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14927,7 +14181,6 @@ "desc": "While wearing this ring, your size changes to match the size of those around you. If you are a Large creature and start your turn within 100 feet of four or more Medium creatures, this ring makes you Medium. Similarly, if you are a Medium creature and start your turn within 100 feet of four or more Large creatures, this ring makes you Large. These effects work like the effects of the enlarge/reduce spell, except they persist as long as you wear the ring and satisfy the conditions.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14947,7 +14200,6 @@ "desc": "This ring stores hit points sacrificed to it, holding them until the attuned wearer uses them. The ring can store up to 30 hit points at a time. When found, it contains 2d10 stored hit points. While wearing this ring, you can use an action to spend one or more Hit Dice, up to your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the ring stores the total, up to 30 hit points. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts as long as hit points remain stored in the ring. You can't store hit points in the ring if you don't have blood. When hit points are stored in the ring, you can cause one of the following effects: - You can use a bonus action to remove stored hit points from the ring and regain that number of hit points.\n- You can use an action to remove stored hit points from the ring while touching the ring to a creature. If you do so, the creature regains hit points equal to the amount of hit points you removed from the ring.\n- When you are reduced to 0 hit points and are not killed outright, you can use a reaction to empty the ring of stored hit points and regain hit points equal to that amount. Hit Dice spent on this ring's features can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14967,7 +14219,6 @@ "desc": "Embossed in gold on this heavy iron ring is the image of a crown. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing this ring, you have advantage on Charisma (Intimidation) checks, and you can project your voice up to 300 feet with perfect clarity. In addition, you can use an action and expend 1 of the ring's charges to command a creature you can see within 30 feet of you to kneel before you. The target must make a DC 15 Charisma saving throw. On a failure, the target spends its next turn moving toward you by the shortest and most direct route then falls prone and ends its turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14987,7 +14238,6 @@ "desc": "A disc of white chalcedony sits within an encompassing band of black onyx, set into fittings on this pewter ring. While wearing this ring in dim light or darkness, you can use a bonus action to speak the ring's command word, causing it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The ring automatically sheds this light if you start your turn within 60 feet of an undead or lycanthrope. The light lasts until you use a bonus action to repeat the command word. In addition, you can't be charmed, frightened, or possessed by undead or lycanthropes.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15007,7 +14257,6 @@ "desc": "A disc of black onyx sits within an encompassing band of white chalcedony, set into fittings on this pewter ring. While wearing this ring in bright light, you are draped in a comforting cloak of shadow, protecting you from the harshest glare. If you have the Sunlight Sensitivity trait or a similar trait that causes you to have disadvantage on attack rolls or Wisdom (Perception) checks while in bright light or sunlight, you don't suffer those effects while wearing this ring. In addition, you have advantage on saving throws against being blinded.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15027,7 +14276,6 @@ "desc": "When you summon a creature with a conjuration spell while wearing this ring, the creature gains a +1 bonus to attack and damage rolls and 1d4 + 4 temporary hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15047,7 +14295,6 @@ "desc": "This ring is a sturdy piece of string, tied at the ends to form a circle. While wearing it, you can use an action to invoke its power by twisting it on your finger. If you do so, you have advantage on the next Intelligence check you make to recall information. The ring can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15067,7 +14314,6 @@ "desc": "This ring appears to be made of golden chain links. It has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with a melee attack while wearing this ring, you can use a bonus action and expend 1 of the ring's charges to cause mystical golden chains to spring from the ground and wrap around the creature. The target must make a DC 17 Wisdom saving throw. On a failure, the magical chains hold the target firmly in place, and it is restrained. The target can't move or be moved by any means. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. However, if the target fails three consecutive saving throws, the chains bind the target permanently. A successful dispel magic (DC 17) cast on the chains destroys them.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15087,7 +14333,6 @@ "desc": "While wearing this ebony ring in dim light or darkness, you have advantage on Dexterity (Stealth) checks. When you roll a 20 on a Dexterity (Stealth) check, the ring's magic ceases to function until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15107,7 +14352,6 @@ "desc": "While wearing this plain, beaten pewter ring, you can use an action to cast the spare the dying spell from it at will.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15127,7 +14371,6 @@ "desc": "While you are attuned to and wearing this ring of polished, white chalcedony, you can feed some of your vitality into the ring to charge it. You can use an action to suffer 1 level of exhaustion. For each level of exhaustion you suffer, the ring regains 1 charge. The ring can store up to 3 charges. As the ring increases in charges, its color reddens, becoming a deep red when it has 3 charges. Your level of exhaustion can be reduced by normal means. If you already suffer from 3 or more levels of exhaustion, you can't suffer another level of exhaustion to restore a charge to the ring. While wearing the ring and suffering exhaustion, you can use an action to expend 1 or more charges from the ring to reduce your exhaustion level. Your exhaustion level is reduced by 1 for each charge you expend.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15147,7 +14390,6 @@ "desc": "This gold ring bears a jade carving in the shape of a leaping dolphin. While wearing this ring, you have a swimming speed of 40 feet. In addition, you can hold your breath for twice as long while underwater.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15167,7 +14409,6 @@ "desc": "A pale chrysoprase cut into the shape of a frog is the centerpiece of this tarnished copper ring. While wearing this ring, you have a swimming speed of 20 feet, and you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15187,7 +14428,6 @@ "desc": "This white gold ring is covered in a thin sheet of ice and always feels cold to the touch. The ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 charge to surround yourself in a suit of enchanted ice that resembles plate armor. For 1 hour, your AC can't be less than 16, regardless of what kind of armor you are wearing, and you have resistance to cold damage. The icy armor melts, ending the effect early, if you take 20 fire damage or more.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15207,7 +14447,6 @@ "desc": "This pale gold ring looks as though made of delicately braided vines wrapped around a small, rough obsidian stone. While wearing this ring, you have advantage on Wisdom (Perception) checks. You can use an action to speak the ring's command word to activate it and draw upon the vitality of the grove to which the ring is bound. You regain 2d10 hit points. Once used, this property can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15227,7 +14466,6 @@ "desc": "This thick band of hammered yellow gold is warm to the touch even in the coldest of climes. While you wear it, you have resistance to cold damage. If you are also wearing boots of the winterlands, you are immune to cold damage instead. Bolstering Shout. When you roll for initiative while wearing this ring, you can use a reaction to shout a war cry, bolstering your allies. Each friendly creature within 30 feet of you and that can hear you gains a +2 bonus on its initiative roll, and it has advantage on attack rolls for a number of rounds equal to your Charisma modifier (minimum of 1 round). Once used, this property of the ring can’t be used again until the next dawn. Wergild. While wearing this ring, you can use an action to create a nonmagical duplicate of the ring that is worth 100 gp. You can bestow this ring upon another as a gift. The ring can’t be used for common barter or trade, but it can be used for debts and payment of a warlike nature. You can give this ring to a subordinate warrior in your service or to someone to whom you owe a blood-debt, as a weregild in lieu of further fighting. You can create up to 3 of these rings each week. Rings that are not gifted within 24 hours of their creation vanish again.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15247,7 +14485,6 @@ "desc": "This thin braided purple ring is fashioned from a single piece of coral. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. In addition, while walking atop any liquid, your movement speed increases by 10 feet and you gain a +1 bonus to your AC.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15267,7 +14504,6 @@ "desc": "This wooden ring is set with a strip of fossilized honey. While wearing this ring, you gain the following benefits: - Your Strength score increases by 2, to a maximum of 20.\n- You have advantage on Charisma (Persuasion) checks made to interact with bearfolk. In addition, while attuned to the ring, your hair grows thick and abundant. Your facial features grow more snout-like, and your teeth elongate. If you aren't a bearfolk, you gain the following benefits while wearing the ring:\n- You can now make a bite attack as an unarmed strike. When you hit with it, your bite deals piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. - You gain a powerful build and count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15287,7 +14523,6 @@ "desc": "This small pebble measures 3/4 of an inch in diameter and weighs an ounce. The pebbles are often shaped like salmon, river clams, or iridescent river rocks. Typically, 1d4 + 4 river tokens are found together. The token gives off a distinct shine in sunlight and radiates a scent of fresh, roiling water. It is sturdy but crumbles easily if crushed. As an action, you can destroy the token by crushing it and sprinkling the remains into a river, calming the waters to a gentle current and soothing nearby water-dwelling creatures for 1 hour. Water-dwelling beasts in the river with an Intelligence of 3 or lower are soothed and indifferent toward passing humanoids for the duration. The token's magic soothes but doesn't fully suppress the hostilities of all other water-dwelling creatures. For the duration, each other water-dwelling creature must succeed on a DC 15 Wisdom saving throw to attack or take hostile actions toward passing humanoids. The token's soothing magic ends on a creature if that creature is attacked.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15307,7 +14542,6 @@ "desc": "The crossguard of this distinctive sword depicts a stylized Garroter Crab (see Tome of Beasts) with claws extended, and the pommel is set with a smooth, spherical, blue-black river rock. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While on a boat or while standing in any depth of water, you have advantage on Dexterity checks and saving throws.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15327,7 +14561,6 @@ "desc": "This simple iron rod functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. Blade Bend. While holding the rod, you can use an action to activate it, creating a magical field around you for 10 minutes. When a creature attacks you with a melee weapon that deals piercing or slashing damage while the field is active, it must make a DC 15 Wisdom saving throw. On a failure, the creature’s attack misses. On a success, the creature’s attack hits you, but you have resistance to any piercing or slashing damage dealt by the attack as the weapon bends partially away from your body. Once used, this property can’t be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15347,7 +14580,6 @@ "desc": "This rod appears to be made of foamy bubbles, but it is completely solid to the touch. This rod has 3 charges. While holding it, you can use an action to expend 1 of its charges to conjure a bubble around a creature or object within 30 feet. If the target is a creature, it must make a DC 15 Strength saving throw. On a failed save, the target becomes trapped in a 10-foot sphere of water. A Huge or larger creature automatically succeeds on this saving throw. A creature trapped within the bubble is restrained unless it has a swimming speed and can't breathe unless it can breathe water. If the target is an object, it becomes soaked in water, any fire effects are extinguished, and any acid effects are negated. The bubble floats in the exact spot where it was conjured for up to 1 minute, unless blown by a strong wind or moved by water. The bubble has 50 hit points, AC 8, immunity to acid damage and vulnerability to piercing damage. The inside of the bubble also has resistance to all damage except piercing damage. The bubble disappears after 1 minute or when it is reduced to 0 hit points. When not in use, this rod can be commanded to take liquid form and be stored in a small vial. The rod regains 1d3 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15367,7 +14599,6 @@ "desc": "The top of this rod is capped with a bronze horse head, and its foot is decorated with a horsehair plume. By placing the rod between your legs, you can use an action to temporarily transform the rod into a horse-like construct. This works like the phantom steed spell, except you can use a bonus action to end the effect early to use the rod again at a later time. Deduct the time the horse was active in increments of 1 minute from the spell's 1-hour duration. When the rod has been a horse for a total of 1 hour, the magic ceases to function until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15387,7 +14618,6 @@ "desc": "This thin, flexible rod is made of braided silver and brass wire and topped with a spoon-like cup. While holding the rod, you can use a reaction to deflect a ranged weapon attack against you. You can simply cause the attack to miss, or you can attempt to redirect the attack against another target, even your attacker. The attack must have enough remaining range to reach the new target. If the additional distance between yourself and the new target is within the attack's long range, it is made at disadvantage as normal, using the original attack roll as the first roll. The rod has 3 charges. You can expend a charge as a reaction to redirect a ranged spell attack as if it were a ranged weapon attack, up to the spell's maximum range. The rod regains 1d3 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15407,7 +14637,6 @@ "desc": "The knobbed head of this tarnished silver rod resembles the top half of a jawless, syphilitic skull, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. The rod has properties associated with five different buttons that are set erratically along the haft. It has three other properties as well, detailed below. If you press **button 1**, the rod's head erupts in a fiery nimbus of abyssal energy that sheds dim light in a 5-foot radius. While the rod is ablaze, it deals an extra 1d6 fire damage and 1d6 necrotic damage to any target it hits. If you press **button 2**, the rod's head becomes enveloped in a black aura of enervating energy. When you hit a target with the rod while it is enveloped in this energy, the target must succeed on a DC 17 Constitution saving throw or deal only half damage with weapon attacks that use Strength until the end of its next turn. If you press **button 3**, a 2-foot blade springs from the tip of the rod's handle as the handle lengthens into a 5-foot haft, transforming the rod into a magic glaive that grants a +2 bonus to attack and damage rolls made with it. If you press **button 4**, a 3-pronged, bladed grappling hook affixed to a long chain springs from the tip of the rod's handle. The bladed grappling hook counts as a magic sickle with reach that grants a +2 bonus to attack and damage rolls made with it. When you hit a target with the bladed grappling hook, the target must succeed on an opposed Strength check or fall prone. If you press **button 5**, the rod assumes or remains in its normal form and you can extinguish all nonmagical flames within 30 feet of you. Turning Defiance. While holding the rod, you and any undead allies within 30 feet of you have advantage on saving throws against effects that turn undead. Contagion. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target is afflicted with a disease. This works like the contagion spell. Once used, this property can’t be used again until the next dusk. Create Specter. As an action, you can target a humanoid within 10 feet of you that was killed by the rod or one of its effects and has been dead for no longer than 1 minute. The target’s spirit rises as a specter under your control in the space of its corpse or in the nearest unoccupied space. You can have no more than one specter under your control at one time. Once used, this property can’t be used again until the next dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15427,7 +14656,6 @@ "desc": "This curious jade rod is tipped with a knob of crimson crystal that glows and shimmers with eldritch phosphorescence. While holding or carrying the rod, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Acrobatics) checks. Hellish Desiccation. While holding this rod, you can use an action to fire a crimson ray at an object or creature made of metal that you can see within 60 feet of you. The ray forms a 5-foot wide line between you and the target. Each creature in that line that isn’t a construct or an undead must make a DC 15 Dexterity saving throw, taking 8d6 force damage on a failed save, or half as much damage on a successful one. Creatures and objects made of metal are unaffected. If this damage reduces a creature to 0 hit points, it is desiccated. A desiccated creature is reduced to a withered corpse, but everything it is wearing and carrying is unaffected. The creature can be restored to life only by means of a true resurrection or a wish spell. Once used, this property can’t be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15447,7 +14675,6 @@ "desc": "This white crystalline rod is shaped like an icicle. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to attack one creature you can see within 60 feet of you. The rod launches an icicle at the target and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 piercing damage and 2d6 cold damage. On a critical hit, the target is also paralyzed until the end of its next turn as it momentarily freezes. If you take fire damage while holding this rod, you become immune to fire damage for 1 minute, and the rod loses 2 charges. If the rod has only 1 charge remaining when you take fire damage, you become immune to fire damage, as normal, but the rod melts into a puddle of water and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15467,7 +14694,6 @@ "desc": "This rod of polished white oak is wrapped in a knotted cord with three iron rings binding each end. If you are holding the rod and fail a saving throw against a transmutation spell or other effect that would change your body or remove or alter parts of you, you can choose to succeed instead. The rod can’t be used this way again until the next dawn. The rod has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rings fall off, the cord unknots, and the entire rod slowly falls to pieces and is destroyed. Cure Transformation. While holding the rod, you can use an action to expend 1 charge while touching a creature that has been affected by a transmutation spell or other effect that changed its physical form, such as the polymorph spell or a medusa's Petrifying Gaze. The rod restores the creature to its original form. If the creature is willingly transformed, such as a druid using Wild Shape, you must make a melee weapon attack roll, using the rod. You are proficient with the rod if you are proficient with clubs. On a hit, you can expend 1 of the rod’s charges to force the target to make a DC 15 Constitution saving throw. On a failure, the target reverts to its original form. Mend Form. While holding the rod, you can use an action to expend 2 charges to reattach a creature's severed limb or body part. The limb must be held in place while you use the rod, and the process takes 1 minute to complete. You can’t reattach limbs or other body parts to dead creatures. If the limb is lost, you can spend 4 charges instead to regenerate the missing piece, which takes 2 minutes to complete. Reconstruct Form. While holding the rod, you can use an action to expend 5 charges to reconstruct the form of a creature or object that has been disintegrated, burned to ash, or similarly destroyed. An item is completely restored to its original state. A creature’s body is fully restored to the state it was in before it was destroyed. The creature isn’t restored to life, but this reconstruction of its form allows the creature to be restored to life by spells that require the body to be present, such as raise dead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15487,7 +14713,6 @@ "desc": "This short, metal rod is engraved with arcane runes and images of open hands. The rod has 3 charges and regains all expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges and target an object within 30 feet of you that isn't being worn or carried. If the object weighs no more than 25 pounds, it floats to your open hand. If you have no hands free, the object sticks to the tip of the rod until the end of your next turn or until you remove it as a bonus action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15507,7 +14732,6 @@ "desc": "This silvery rod is set with rubies on each end. One end holds rubies shaped to resemble an open, fanged maw, and the other end's rubies are shaped to resemble a heart. While holding this rod, you can use an action to spend one or more Hit Dice, up to half your maximum Hit Dice, while pointing the heart-shaped ruby end of the rod at a target within 60 feet of you. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and the target regains hit points equal to the total hit points you lost. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15527,7 +14751,6 @@ "desc": "This rod is topped with a red ram's skull with two backswept horns. As an action, you can spend one or more Hit Dice, up to half of your maximum Hit Dice. For each Hit Die spent in this way, you roll the die and add your Constitution modifier to it. You lose hit points equal to the total, and a target within 60 feet of you must make a DC 17 Dexterity saving throw, taking necrotic damage equal to the total on a failed save, or half as much damage on a successful one. You can't use this feature if you don't have blood. Hit Dice spent on this feature can't be used to regain hit points during a short rest. You regain spent Hit Dice as normal.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15547,7 +14770,6 @@ "desc": "An open-mouthed skull caps this thick, onyx rod. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While holding the rod, you can use an action and expend 1 of the rod's charges to unleash a swarm of miniature spectral blue skulls at a target within 30 feet. The target must make a DC 15 Wisdom saving throw. On a failure, it takes 3d6 psychic damage and becomes paralyzed with fear until the end of its next turn. On a success, it takes half the damage and isn't paralyzed. Creatures that can't be frightened are immune to this effect.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15567,7 +14789,6 @@ "desc": "This black lacquered wooden rod is banded in steel, has a flanged head, and functions as a magic mace. As a bonus action, you can brandish the rod at a creature and demand it refrain from a particular activity— attacking, casting, moving, or similar. The activity can be as specific (don't attack the person next to you) or as open (don't cast a spell) as you want, but the activity must be a conscious act on the creature's part, must be something you can determine is upheld or broken, and can't immediately jeopardize the creature's life. For example, you can forbid a creature from lying only if you are capable of determining if the creature is lying, and you can't forbid a creature that needs to breathe from breathing. The creature can act normally, but if it performs the activity you forbid, you can use a reaction to make a melee attack against it with the rod. You can forbid only one creature at a time. If you forbid another creature from performing an activity, the previous creature is no longer forbidden from performing activities. Justicars are arbiters of law and order, operating independently of any official city guard or watch divisions. They are recognizable by their black, hooded robes, silver masks, and the rods they carry as weapons. These stern sentinels are overseen by The Magister, a powerful wizard of whom little is known other than their title. The Magister has made it their duty to oversee order in the city and executes their plans through the Justicars, giving them the Magister's mark, a signet ring, as a symbol of their authority. While some officers and members of the watch may be resentful of the Justicars' presence, many are grateful for their aid, especially in situations that could require magic. Justicar's are a small, elite group, typically acting as solo agents, though extremely dangerous situations bring them together in pairs or larger groups as needed. The Justicars are outfitted with three symbols of authority that are also imbued with power: their masks, rods, and rings. Each by itself is a useful item, but they are made stronger when worn together. The combined powers of this trinity of items make a Justicar a formidable force in the pursuit of law and order.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15587,7 +14808,6 @@ "desc": "The withered, clawed hand of a demon or devil tops this iron rod. While holding this rod, you gain a +2 bonus to spell attack rolls, and the save DC for your spells increases by 2. Frightful Eyes. While holding this rod, you can use a bonus action to cause your eyes to glow with infernal fire for 1 minute. While your eyes are glowing, a creature that starts its turn or enters a space within 10 feet of you must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until your eyes stop glowing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, you can’t use this property again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15607,7 +14827,6 @@ "desc": "This wooden rod is decorated with colorful scarves and topped with a carving of a madly grinning head. Caper. While holding the rod, you can dance and perform general antics that attract attention. Make a DC 10 Charisma (Performance) check. On a success, one creature that can see and hear you must succeed on a DC 15 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks made to perceive any creature other than you for 1 minute. The effect ends if the target can no longer see or hear you or if you are incapacitated. You can affect one additional creature for each 5 points by which you beat the DC (two creatures with a result of 15, three creatures with a result of 20, and so on). Once used, this property can’t be used again until the next dawn. Hideous Laughter. While holding the rod, you can use an action to cast the hideous laughter spell (save DC 15) from it. Once used, this property can’t be used again until the next dawn. Slapstick. You can use an action to swing the rod in the direction of a creature within 5 feet of you. The target must succeed on a DC 15 Dexterity saving throw or be pushed up to 5 feet away from you and knocked prone. If the target fails the saving throw by 5 or more, it is also stunned until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15627,7 +14846,6 @@ "desc": "This thin bone rod is topped with the carved figurine of an albatross in flight. The rod has 5 charges. You can use an action to expend 1 or more of its charges and point the rod at one or more creatures you can see within 30 feet of you, expending 1 charge for each creature. Each target must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute. A cursed creature has disadvantage on attack rolls and saving throws while within 100 feet of a body of water that is at least 20 feet deep. The rod regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod crumbles to dust and is destroyed, and you must succeed on a DC 15 Wisdom saving throw or be cursed for 1 minute as if you had been the target of the rod's power.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15647,7 +14865,6 @@ "desc": "Created by a holy order of knights to protect their most important members on missions into badlands and magical wastelands, these red gold rods are invaluable tools against the forces of evil. This rod has a rounded head, and it functions as a magic mace that grants a +2 bonus to attack and damage rolls made with it. While holding or carrying the rod, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks made in badlands and wasteland terrain, and you have advantage on saving throws against being charmed or otherwise compelled by aberrations and fiends. If you are charmed or magically compelled by an aberration or fiend, the rod flashes with crimson light, alerting others to your predicament. Aberrant Smite. If you use Divine Smite when you hit an aberration or fiend with this rod, you use the highest number possible for each die of radiant damage rather than rolling one or more dice for the extra radiant damage. You must still roll damage dice for the rod’s damage, as normal. Once used, this property can’t be used again until the next dawn. Spells. You can use an action to cast one of the following spells from the rod: daylight, lesser restoration, or shield of faith. Once you cast a spell with this rod, you can’t cast that spell again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15667,7 +14884,6 @@ "desc": "Several long sharp thorns sprout along the edge of this stout wooden rod, and it functions as a magic mace that grants a +1 bonus to attack and damage rolls made with it. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to cast the spike growth spell (save DC 15) from it. Embed Thorn. When you hit a creature with this rod, you can expend 1 of its charges to embed a thorn in the creature. At the start of each of the creature’s turns, it must succeed on a DC 15 Constitution saving throw or take 2d6 piercing damage from the embedded thorn. If the creature succeeds on two saving throws, the thorn falls out and crumbles to dust. The successes don’t need to be consecutive. If the creature dies while the thorn is embedded, its body transforms into a patch of nonmagical brambles, which fill its space with difficult terrain.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15687,7 +14903,6 @@ "desc": "This finely carved rod is decorated with gold and small dragon scales. While underground and holding this rod, you know how deep below the surface you are. You also know the direction to the nearest exit leading upward. As an action while underground and holding this rod, you can use the find the path spell to find the shortest, most direct physical route to a location you are familiar with on the surface. Once used, the find the path property can't be used again until 3 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15707,7 +14922,6 @@ "desc": "This wooden rod is topped with a dragon's head, carved with its mouth yawning wide. While holding the rod, you can use an action to cause a thick mist to issue from the dragon's mouth, filling your space. As long as you maintain concentration, you leave a trail of mist behind you when you move. The mist forms a line that is 5 feet wide and as long as the distance you travel. This mist you leave behind you lasts for 2 rounds; its area is heavily obscured on the first round and lightly obscured on the second, then it dissipates. When the rod has produced enough mist to fill ten 5-foot-square areas, its magic ceases to function until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15727,7 +14941,6 @@ "desc": "Tiny runic script covers much of this thin brass rod. While holding the rod, you can use a bonus action to activate it. For 10 minutes, it translates any language spoken within 30 feet of it into Common. The translation can be auditory, or it can appear as glowing, golden script, a choice you make when you activate it. If the translation appears on a surface, the surface must be within 30 feet of the rod and each word remains for 1 round after it was spoken. The rod's translation is literal, and it doesn't replicate or translate emotion or other nuances in speech, body language, or culture. Once used, the rod can't be used again until 1 hour has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15747,7 +14960,6 @@ "desc": "This plain, wooden rod is topped with an orb of clear, polished crystal. You can use an action activate it with a command word while designating a particular kind of creature (orcs, wolves, etc.). When such a creature comes within 120 feet of the rod, the crystal glows, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to deactivate the rod's light or change the kind of creature it detects. The rod doesn't need to be in your possession to function, but you must have it in hand to activate it, deactivate it, or change the kind of creature it detects.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15767,7 +14979,6 @@ "desc": "These four, colorful parchment cards have long bailed the daring out of hazardous situations. You can use an action to flip a card face-up, activating it. A card is destroyed after it activates. Ace of Pentacles. The pentacles suit represents wealth and treasure. When you activate this card, you cast the knock spell from it on an object you can see within 60 feet of you. In addition, you have advantage on Dexterity checks to pick locks using thieves’ tools for the next 24 hours. Ace of Cups. The cups suit represents water and its calming, soothing, and cleansing properties. When you activate this card, you cast the calm emotions spell (save DC 15) from it. In addition, you have advantage on Charisma (Deception) checks for the next 24 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15787,7 +14998,6 @@ "desc": "Crafted from the root burl of a sacred tree, this rod is 2 feet long with a spiked, knobby end. Runes inlaid with gold decorate the full length of the rod. This rod functions as a magic mace. Blood Anointment. You can perform a 1-minute ritual to anoint the rod in your blood. If you do, your hit point maximum is reduced by 2d4 until you finish a long rest. While your hit point maximum is reduced in this way, you gain a +1 bonus to attack and damage rolls made with this magic weapon, and, when you hit a fey or giant with this weapon, that creature takes an extra 2d6 necrotic damage. Holy Anointment. If you spend 1 minute anointing the rod with a flask of holy water, you can cast the augury spell from it. The runes carved into the rod glow and move, forming an answer to your query.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15807,7 +15017,6 @@ "desc": "If you soak this 5-foot piece of twine in at least one pint of water, it grows into a 50-foot length of hemp rope after 1 minute.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15827,7 +15036,6 @@ "desc": "Favored by those with ties to nature and death, this staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While holding it, you have an advantage on saving throws against spells. The staff has 10 charges for the following properties. It regains 1d4 + 1 expended charges daily at midnight, though it regains all its charges if it is bathed in moonlight at midnight. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spell. While holding this staff, you can use an action to expend 1 or more of its charges to cast animate dead, using your spell save DC and spellcasting ability. The target bones or corpse can be a Medium or smaller humanoid or beast. Each charge animates a separate target. These undead creatures are under your control for 24 hours. You can use an action to expend 1 charge each day to reassert your control of up to four undead creatures created by this staff for another 24 hours. Deanimate. You can use an action to strike an undead creature with the staff in combat. If the attack hits, the target must succeed on a DC 17 Constitution saving throw or revert to an inanimate pile of bones or corpse in its space. If the undead has the Incorporeal Movement trait, it is destroyed instead. Deanimating an undead creature expends a number of charges equal to twice the challenge rating of the creature (minimum of 1). If the staff doesn’t have enough charges to deanimate the target, the staff doesn’t deanimate the target.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15847,7 +15055,6 @@ "desc": "This knobbed stick is marked with nicks, scratches, and notches. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While wielding the club, you can use an action to tap it against your open palm, the side of your leg, a surface within reach, or similar. If you do, you have advantage on your next Charisma (Intimidation) check. If you are also wearing a rowdy's ring (see page 87), you can use an action to frighten a creature you can see within 30 feet of you instead. The target must succeed on a DC 13 Wisdom saving throw or be frightened of you until the end of its next turn. Once this special action has been used three times, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15867,7 +15074,6 @@ "desc": "The face of this massive ring is a thick slab of gold-plated lead, which is attached to twin rings that are worn over the middle and ring fingers. The slab covers your fingers from the first and second knuckles, and it often has a threatening word or image engraved on it. While wearing the ring, your unarmed strike uses a d4 for damage and attacks made with the ring hand count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15887,7 +15093,6 @@ "desc": "This oil is distilled from the pheromones of queen bees and smells faintly of bananas. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying. For larger creatures, one additional vial is required for each size category above Medium. Applying the oil takes 10 minutes. The affected creature then has advantage on Charisma (Persuasion) checks for 1 hour.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15907,7 +15112,6 @@ "desc": "This greatclub is made entirely of fused rubies with a grip wrapped in manticore hide A roaring fire burns behind its smooth facets. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can use a bonus action to speak this magic weapon's command word, causing it to be engulfed in flame. These flames shed bright light in a 30-foot radius and dim light for an additional 30 feet. While the greatclub is aflame, it deals fire damage instead of bludgeoning damage. The flames last until you use a bonus action to speak the command word again or until you drop the weapon. When you hit a Large or larger creature with this greatclub, the creature must succeed on a DC 17 Constitution saving throw or be pushed up to 30 feet away from you. If the creature strikes a solid object, such as a door or wall, during this movement, it and the object take 1d6 bludgeoning damage for each 10 feet the creature traveled before hitting the object.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15927,7 +15131,6 @@ "desc": "This small, 3-foot-by-5-foot rug is woven with a tree motif and a tasseled fringe. While the rug is laid out on the ground, you can speak its command word as an action to create an extradimensional space beneath the rug for 1 hour. The extradimensional space can be reached by lifting a corner of the rug and stepping down as if through a trap door in a floor. The space can hold as many as eight Medium or smaller creatures. The entrance can be hidden by pulling the rug flat. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window in the shape and style of the rug. Anything inside the extradimensional space is gently pushed out to the nearest unoccupied space when the duration ends. The rug can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15947,7 +15150,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. In addition, you can use an action to magically coat the armor in rusty flakes for 1 minute. While the armor is coated in rusty flakes, any nonmagical weapon made of metal that hits you corrodes. After dealing damage, the weapon takes a permanent and cumulative –1 penalty to damage rolls. If its penalty drops to –5, the weapon is destroyed. Nonmagical ammunition made of metal that hits you is destroyed after dealing damage. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15967,7 +15169,6 @@ "desc": "Runes dance along the blade of this keen knife. Sacrificial Knife (Common). While attuned to it, you can use this magic, rune-inscribed dagger as a spellcasting focus. Ceremonial Sacrificial Knife (Uncommon). More powerful versions of this blade also exist. While holding the greater version of this dagger, you can use it to perform a sacrificial ritual during a short rest. If you sacrifice a Tiny or Small creature, you regain one expended 1st-level spell slot. If you sacrifice a Medium or larger creature, you regain one expended 2nd-level spell slot.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -15987,7 +15188,6 @@ "desc": "This magic saddle adjusts its size and shape to fit the animal to which it is strapped. While a mount wears this saddle, creatures have disadvantage on opportunity attacks against the mount or its rider. While you sit astride this saddle, you have advantage on any checks to remain mounted and on Constitution saving throws to maintain concentration on a spell when you take damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16007,7 +15207,6 @@ "desc": "This seashell is intricately carved with protective runes. If you are carrying the shell and are reduced to 0 hit points or incapacitated, the shell activates, creating a bubble of force that expands to surround you and forces any other creatures out of your space. This sphere works like the wall of force spell, except that any creature intent on aiding you can pass through it. The protective sphere lasts for 10 minutes, or until you regain at least 1 hit point or are no longer incapacitated. When the protective sphere ends, the shell crumbles to dust.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16027,7 +15226,6 @@ "desc": "The shaft of this arrow is made of tightly packed white sand that discorporates into a blast of grit when it strikes a target. On a hit, the sand catches in the fittings and joints of metal armor, and the target's speed is reduced by 10 feet until it cleans or removes the armor. In addition, the target must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16047,7 +15245,6 @@ "desc": "Created from the treated body of a destroyed Apaxrusl (see Tome of Beasts 2), this leather armor constantly sheds fine sand. The faint echoes of damned souls also emanate from the armor. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, you can move through nonmagical, unworked earth and stone at your speed. While doing so, you don't disturb the material you move through. Because the souls that once infused the apaxrusl remain within the armor, you are susceptible to effects that sense, target, or harm fiends, such as a paladin's Divine Smite or a ranger's Primeval Awareness. This armor has 3 charges, and it regains 1d3 expended charges daily at dawn. As a reaction, when you are hit by an attack, you can expend 1 charge and make the armor flow like sand. Roll a 1d12 and reduce the damage you take by the number rolled.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16067,7 +15264,6 @@ "desc": "These leather sandals repel sand, leaving your feet free of particles and grit. While you wear these sandals in a desert, on a beach, or in an otherwise sandy environment, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced while in nonmagical difficult terrain made of sand. In addition, when you take the Dash action across sand, the extra movement you gain is double your speed instead of equal to your speed. With a speed of 30 feet, for example, you can move up to 90 feet on your turn if you dash across sand.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16087,7 +15283,6 @@ "desc": "While you wear these soft leather sandals, you have resistance to fire damage. In addition, you ignore difficult terrain created by loose or deep sand, and you can tolerate temperatures of up to 150 degrees Fahrenheit.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16107,7 +15302,6 @@ "desc": "This fiendish lance runs red with blood. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature that has blood with this lance, the target takes an extra 1d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16127,7 +15321,6 @@ "desc": "This eel-hide leather pouch is always filled with an unspeakably foul-tasting, coarse salt. You can use an action to toss a handful of the salt onto the surface of an unoccupied space of water. The water in a 5-foot cube becomes solid for 1 minute, resembling greenish-blue glass. This cube is buoyant and can support up to 750 pounds. When the duration expires, the hardened water cracks ominously and returns to a liquid state. If you toss the salt into an occupied space, the water congeals briefly then disperses harmlessly. If the satchel is opened underwater, the pouch is destroyed as its contents permanently harden. Once five handfuls of the salt have been pulled from the satchel, the satchel can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16147,7 +15340,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16167,7 +15359,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16187,7 +15378,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16207,7 +15397,6 @@ "desc": "As an action, you can rub this dull green cream over your skin. When you do, you sprout thick, olive-green scales like those of a giant lizard or green dragon that last for 1 hour. These scales give you a natural AC of 15 + your Constitution modifier. This natural AC doesn't combine with any worn armor or with a Dexterity bonus to AC. A jar of scalehide cream contains 1d6 + 1 doses.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16227,7 +15416,6 @@ "desc": "This coin-sized figurine of a scarab is crafted from an unidentifiable blue-gray metal, but it appears mundane in all other respects. When you speak its command word, it whirs to life and burrows into your flesh. You can speak the command word again to remove the scarab. While the scarab is embedded in your flesh, you gain the following:\n- You no longer need to eat or drink.\n- You can magically sense the presence of undead and pinpoint the location of any undead within 30 feet of you.\n- Your hit point maximum is reduced by 10.\n- If you die, you return to life with half your maximum hit points at the start of your next turn. The scarab can't return you to life if you were beheaded, disintegrated, crushed, or similar full-body destruction. Afterwards, the scarab exits your body and goes dormant. It can't be used again until 14 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16247,7 +15435,6 @@ "desc": "While wearing this scarf, you appear different to everyone who looks upon you for less than 1 minute. In addition, you smell, sound, feel, and taste different to every creature that perceives you. Creatures with truesight or blindsight can see your true form, but their other senses are still confounded. If a creature studies you for 1 minute, it can make a DC 15 Wisdom (Perception) check. On a success, it perceives your real form.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16267,7 +15454,6 @@ "desc": "This sea sponge collects the scents of creatures and objects. You can use an action to touch the sponge to a creature or object, and the scent of the target is absorbed into the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been absorbed, the target gives off no smell and can't be detected or tracked by creatures, spells, or other effects that rely on smell to detect or track the target. You can use an action to wipe the sponge on a creature or object, masking its natural scent with the scent stored in the sponge. An unwilling target can make a DC 13 Dexterity saving throw, and if it succeeds, it is unaffected by the sponge. For 1 hour after its scent has been masked, the target gives off the smell of the creature or object that was stored in the sponge. The effect ends early if the target's scent is replaced by another scent from the sponge or if the scent is cleaned away, which requires vigorous washing for 10 minutes with soap and water or similar materials. The sponge can hold a scent indefinitely, but it can hold only one scent at a time.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16287,7 +15473,6 @@ "desc": "While holding this bejeweled, golden rod, you can use an action to cast the enthrall spell (save DC 15) from it, exhorting those in range to follow you and obey your commands. When you finish speaking, 1d6 creatures that failed their saving throw are affected as if by the dominate person spell. Each such creature treats you as its ruler, obeying your commands and automatically fighting in your defense should anyone attempt to harm you. If you are also attuned to and wearing a Headdress of Majesty (see page 146), your charmed subjects have advantage on attack rolls against any creature that attacked you or that cast an obvious spell on you within the last round. The scepter can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16307,7 +15492,6 @@ "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16327,7 +15511,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding or carrying this scimitar, you can tolerate temperatures as low as –50 degrees Fahrenheit or as high as 150 degrees Fahrenheit without any additional protection.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16347,7 +15530,6 @@ "desc": "The heart of a lover scorned turns black and potent. Similarly, this small leather pouch darkens from brown to black when a creature hostile to you moves within 10 feet of you.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16367,7 +15549,6 @@ "desc": "These thick-soled leather sandals offer comfortable and safe passage across shifting sands. While you wear them, you gain the following benefits:\n- Your speed isn't reduced while in magical or nonmagical difficult terrain made of sand.\n- You have advantage on all ability checks and saving throws against natural hazards where sand is a threatening element.\n- You have immunity to poison damage and advantage on saving throws against being poisoned.\n- You leave no tracks or other traces of your passage through sandy terrain.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16387,7 +15568,6 @@ "desc": "This fluted silver tube, barely two inches long, bears tiny runes etched between the grooves. While holding this tube, you can use an action to cast the magic missile spell from it. Once used, the tube can't be used to cast magic missile again until 12 hours have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16407,7 +15587,6 @@ "desc": "This cat o' nine tails is used primarily for self-flagellation, and its tails have barbs of silver woven into them. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and the weapon deals slashing damage instead of bludgeoning damage. You can spend 10 minutes using the scourge in a self-flagellating ritual, which can be done during a short rest. If you do so, your hit point maximum is reduced by 2d8. In addition, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while your hit point maximum is reduced. This hit point maximum reduction can't be removed with the greater restoration spell or similar magic and lasts until you finish a long rest.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16427,7 +15606,6 @@ "desc": "This lightweight, woolen coat is typically left naturally colored or dyed in earth tones or darker shades of green. While wearing the coat, you can tolerate temperatures as low as –100 degrees Fahrenheit.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16447,7 +15625,6 @@ "desc": "This skull looks like a normal animal or humanoid skull. You can use an action to place the skull on the ground, a table, or other surface and activate it with a command word. The skull's magic triggers when a creature comes within 5 feet of it without speaking that command word. The skull emits a green glow from its eye sockets, shedding dim light in a 15-foot radius, levitates up to 3 feet in the air, and emits a piercing scream for 1 minute that is audible up to 600 feet away. The skull can't be used this way again until the next dawn. The skull has AC 13 and 5 hit points. If destroyed while active, it releases a burst of necromantic energy. Each creature within 5 feet of the skull must succeed on a DC 11 Wisdom saving throw or be frightened until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16467,7 +15644,6 @@ "desc": "Aside from being carved from bone, this comb is a beautiful example of functional art. It has 3 charges. As an action, you can expend a charge to cast invisibility. Unlike the standard version of this spell, you are invisible only to undead creatures. However, you can attack creatures who are not undead (and thus unaffected by the spell) without ending the effect. Casting a spell breaks the effect as normal. The comb regains 1d3 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16487,7 +15663,6 @@ "desc": "This parrot is carved from bits of whalebone and decorated with bright feathers and tiny jewels. You can use an action to affix the parrot to your shoulder or arm. While the parrot is affixed, you gain the following benefits: - You have advantage on Wisdom (Perception) checks that rely on sight.\n- You can use an action to cast the comprehend languages spell from it at will.\n- You can use an action to speak the command word and activate the parrot. It records up to 2 minutes of sounds within 30 feet of it. You can touch the parrot at any time (no action required), stopping the recording. Commanding the parrot to record new sounds overwrites the previous recording. You can use a bonus action to speak a different command word, and the parrot repeats the sounds it heard. Effects that limit or block sound, such as a closed door or the silence spell, similarly limit or block the sounds the parrot records.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16507,7 +15682,6 @@ "desc": "You can draw a picture of any object that is Large or smaller on the face of this blank scroll. When the drawing is complete, it becomes a real, nonmagical, three-dimensional object. Thus, a drawing of a backpack becomes an actual backpack you can use to store and carry items. Any object created by the scroll can be destroyed by the dispel magic spell, by taking it into the area of an antimagic field, or by similar circumstances. Nothing created by the scroll can have a value greater than 25 gp. If you draw an object of greater value, such as a diamond, the object appears authentic, but close inspection reveals it to be made from glass, paste, bone or some other common or worthless material. The object remains for 24 hours or until you dismiss it as a bonus action. The scroll can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16527,7 +15701,6 @@ "desc": "Each scroll of treasure finding works for a specific type of treasure. You can use an action to read the scroll and sense whether that type of treasure is present within 1 mile of you for 1 hour. This scroll reveals the treasure's general direction, but not its specific location or amount. The GM chooses the type of treasure or determines it by rolling a d100 and consulting the following table. | dice: 1d% | Treasure Type |\n| ----------- | ------------- |\n| 01-10 | Copper |\n| 11-20 | Silver |\n| 21-30 | Electrum |\n| 31-40 | Gold |\n| 41-50 | Platinum |\n| 51-75 | Gemstone |\n| 76-80 | Art objects |\n| 81-00 | Magic items |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16547,7 +15720,6 @@ "desc": "These vellum scrolls always come in pairs. Anything written on one scroll also appears on the matching scroll, as long as they are both on the same plane of existence. Each scroll can hold up to 75 words at a time. While writing on one scroll, you are aware that the words are appearing on a paired scroll, and you know if no creature bears the paired scroll. The scrolls don't translate words written on them, and the reader and writer must be able to read and write the same language to understanding the writing on the scrolls. While holding one of the scrolls, you can use an action to tap it three times with a quill and speak a command word, causing both scrolls to go blank. If one of the scrolls in the pair is destroyed, the other scroll becomes nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16567,7 +15739,6 @@ "desc": "This slim, slightly curved blade has a ghostly sheen and a wickedly sharp edge. You can use a bonus action to speak this magic sword's command word (“memory”) and cause the air around the blade to shimmer with a pale, violet glow. This glow sheds bright light in a 20-foot radius and dim light for an additional 20 feet. While the sword is glowing, it deals an extra 2d6 psychic damage to any target it hits. The glow lasts until you use a bonus action to speak the command word again or until you drop or sheathe the sword. When a creature takes psychic damage from the sword, you can choose to have the creature make a DC 15 Wisdom saving throw. On a failure, you take 2d6 psychic damage, and the creature is stunned until the end of its next turn. Once used, this feature of the sword shouldn't be used again until the next dawn. Each time it is used before then, the psychic damage you take increases by 2d6.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16587,7 +15758,6 @@ "desc": "Inspired by the searing breath weapon of a light drake (see Tome of Beasts 2), this whip seems to have filaments of light interwoven within its strands. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, the creature takes an extra 1d4 radiant damage. When you roll a 20 on an attack roll made with this weapon, the target is blinded until the end of its next turn. The whip has 3 charges, and it regains 1d3 expended charges daily at dawn or when exposed to a daylight spell for 1 minute. While wielding the whip, you can use an action to expend 1 of its charges to transform the whip into a searing beam of light. Choose one creature you can see within 30 feet of you and make one attack roll with this whip against that creature. If the attack hits, that creature and each creature in a line that is 5 feet wide between you and the target takes damage as if hit by this whip. All of this damage is radiant. If the target is undead, you have advantage on the attack roll.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16607,7 +15777,6 @@ "desc": "This plain, copper band holds a clear, spherical crystal. When you run out of breath or are choking, you can use a reaction to activate the ring. The crystal shatters and air fills your lungs, allowing you to continue to hold your breath for a number of minutes equal to 1 + your Constitution modifier (minimum 30 seconds). A shattered crystal magically reforms at the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16627,7 +15796,6 @@ "desc": "This white ash staff is decorated with gold and tipped with an uncut crystal of blue quartz. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of fragrant flower petals, which blow away in a sudden wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 radiant damage to the target. If the fey has an evil alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), disguise self (1 charge), pass without trace (2 charges), or tree stride (5 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16647,7 +15815,6 @@ "desc": "This bronze bracer is crafted in the shape of a scorpion, its legs curled around your wrist, tail raised and ready to strike. While wearing this bracer, you are immune to the poisoned condition. The bracer has 4 charges and regains 1d4 charges daily at dawn. You can expend 1 charge as a bonus action to gain tremorsense out to a range of 30 feet for 1 minute. In addition, you can expend 2 charges as a bonus action to coat a weapon you touch with venom. The poison remains for 1 minute or until an attack using the weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16667,7 +15834,6 @@ "desc": "These white gloves have elegant tailoring and size themselves perfectly to fit your hands. The gloves must be attuned to a specific, habitable place with walls, a roof, and doors before you can attune to them. To attune the gloves to a location, you must leave the gloves in the location for 24 hours. Once the gloves are attuned to a location, you can attune to them. While you wear the gloves, you can unlock any nonmagical lock within the attuned location by touching the lock, and any mundane portal you open in the location while wearing these gloves opens silently. As an action, you can snap your fingers and every nonmagical portal within 30 feet of you immediately closes and locks (if possible) as long as it is unobstructed. (Obstructed portals remain open.) Once used, this property of the gloves can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16687,7 +15853,6 @@ "desc": "This painting appears to be a well-rendered piece of scenery, devoid of subjects. You can spend 5 feet of movement to step into the painting. The painting then appears to be a portrait of you, against whatever background was already present. While in the painting, you are immobile unless you use a bonus action to exit the painting. Your senses still function, and you can use them as if you were in the portrait's space. You remain unharmed if the painting is damaged, but if it is destroyed, you are immediately shunted into the nearest unoccupied space.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16707,7 +15872,6 @@ "desc": "Fashioned from twisted ash wood, this staff 's head is carved in the likeness of a serpent preparing to strike. You have resistance to poison damage while you hold this staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the carved snake head twists and magically consumes the rest of the staff, destroying it. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cloudkill (5 charges), detect poison and disease (1 charge), poisoned volley* (2 charges), or protection from poison (2 charges). You can also use an action to cast the poison spray spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Serpent Form. While holding the staff, you can use an action cast polymorph on yourself, transforming into a serpent or snake that has a challenge rating of 2 or lower. While you are in the form of a serpent, you retain your Intelligence, Wisdom, and Charisma scores. You can remain in serpent form for up to 1 minute, and you can revert to your normal form as an action. Once used, this property can’t be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16727,7 +15891,6 @@ "desc": "These bracers are a pair of golden snakes with ruby eyes, which coil around your wrist and forearm. While wearing both bracers, you gain a +1 bonus to AC if you are wearing no armor and using no shield. You can use an action to speak the bracers' command word and drop them on the ground in two unoccupied spaces within 10 feet of you. The bracers become two constrictor snakes under your control and act on their own initiative counts. By using a bonus action to speak the command word again, you return a bracer to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command each snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snakes take and where they move during their next turns, or you can issue them a general command, such as attack your enemies or guard a location. If a snake is reduced to 0 hit points, it dies, reverts to its bracer form, and can't be commanded to become a snake again until 2 days have passed. If a snake reverts to bracer form before losing all its hit points, it regains all of them and can't be commanded to become a snake again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16747,7 +15910,6 @@ "desc": "While wearing this armor made from the skin of a giant snake, you gain a +1 bonus to AC, and you have resistance to poison damage. While wearing the armor, you can use an action to cast polymorph on yourself, transforming into a giant poisonous snake. While you are in the form of a snake, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16767,7 +15929,6 @@ "desc": "When you hit with an attack using this magic spear, the target takes an extra 1d6 poison damage. In addition, while you hold the spear, you have advantage on Dexterity (Acrobatics) checks.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16787,7 +15948,6 @@ "desc": "This unassuming book possesses powerful illusory magics. When you write on its pages while attuned to it, you can choose for the contents to appear to be something else entirely. A shadow tome used as a spellbook could be made to look like a cookbook, for example. To read the true text, you must speak a command word. A second speaking of the word hides the true text once more. A true seeing spell can see past the shadow tome’s magic and reveals the true text to the reader. Most shadow tomes already contain text, and it is rare to find one filled with blank pages. When you first attune to the book, you can choose to keep or remove the book’s previous contents.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16807,7 +15967,6 @@ "desc": "This black leather muzzle seems to absorb light. As an action, you can place this muzzle around the snout of a grappled, unconscious, or willing canine with an Intelligence of 3 or lower, such as a mastiff or wolf. The canine transforms into a shadowy version of itself for 1 hour. It uses the statistics of a shadow, except it retains its size. It has its own turns and acts on its own initiative. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. If the shadow canine is reduced to 0 hit points, the canine reverts to its original form, and the muzzle is destroyed. At the end of the duration or if you remove the muzzle (by stroking the canine's snout), the canine reverts to its original form, and the muzzle remains intact. If you become unattuned to this item while the muzzle is on a canine, its transformation becomes permanent, and the creature becomes independent with a will of its own. Once used, the muzzle can't be used to transform a canine again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16827,7 +15986,6 @@ "desc": "Shark's teeth of varying sizes adorn this simple leather headband. The teeth pile one atop the other in a jumble of sharp points and flat sides. Three particularly large teeth are stained with crimson dye. The teeth move slightly of their own accord when you are within 1 mile of a large body of saltwater. The effect is one of snapping and clacking, producing a sound not unlike a crab's claw. While wearing this headband, you have advantage on Wisdom (Survival) checks to find your way when in a large body of saltwater or pilot a vessel on a large body of saltwater. In addition, you can use a bonus action to cast the command spell (save DC 15) from the crown. If the target is a beast with an Intelligence of 3 or lower that can breathe water, it automatically fails the saving throw. The headband can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16847,7 +16005,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC, and you have advantage on Strength (Athletics) checks made to swim. While wearing this armor underwater, you can use an action to cast polymorph on yourself, transforming into a reef shark. While you are in the form of the reef shark, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16867,7 +16024,6 @@ "desc": "This finely crafted water pipe is made from silver and glass. Its vase is etched with arcane symbols. When you spend 1 minute using the sheeshah to smoke normal or flavored tobacco, you enter a dreamlike state and are granted a cryptic or surreal vision giving you insight into your current quest or a significant event in your near future. This effect works like the divination spell. Once used, you can't use the sheeshah in this way again until 7 days have passed or until the events hinted at in your vision have come to pass, whichever happens first.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16887,7 +16043,6 @@ "desc": "The handle of this simple flail is made of smooth lotus wood. The three threshers are made of carved and painted wooden beads. You gain a + 1 bonus to attack and damage rolls made with this magic weapon. True Authority (Requires Attunement). You must be attuned to a crook of the flock (see page 72) to attune to this weapon. The attunement ends if you are no longer attuned to the crook. While you are attuned to this weapon and holding it, your Charisma score increases by 4 and can exceed 20, but not 30. When you hit a beast with this weapon, the beast takes an extra 3d6 bludgeoning damage. For the purpose of this weapon, “beast” refers to any creature with the beast type. The flail also has 5 charges. When you reduce a humanoid to 0 hit points with an attack from this weapon, you can expend 1 charge. If you do so, the humanoid stabilizes, regains 1 hit point, and is charmed by you for 24 hours. While charmed in this way, the humanoid regards you as its trusted leader, but it otherwise retains its statistics and regains hit points as normal. If harmed by you or your companions, or commanded to do something contrary to its nature, the target ceases to be charmed in this way. The flail regains 1d4 + 1 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16907,7 +16062,6 @@ "desc": "The wooden rim of this battered oak shield is covered in bite marks. While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you can use the Shove action as a bonus action while raging.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16927,7 +16081,6 @@ "desc": "While wielding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. When you would be struck by a ranged attack, you can use a reaction to cause the outer surface of the shield to emit a flash of magical energy, sending the missile hurtling back at your attacker. Make a ranged weapon attack roll against your attacker using the attacker's bonuses on the roll. If the attack hits, roll damage as normal, using the attacker's bonuses.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16947,7 +16100,6 @@ "desc": "Your allies can use this shield to move you when you aren't capable of moving. If you are paralyzed, petrified, or unconscious, and a creature lays you on this shield, the shield rises up under you, bearing you and anything you currently wear or carry. The shield then follows the creature that laid you on the shield for up to 1 hour before gently lowering to the ground. This property otherwise works like the floating disk spell. Once used, the shield can't be used this way again for 1d12 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16967,7 +16119,6 @@ "desc": "This nondescript, smock-like garment changes its appearance on command. While wearing this shirt, you can use a bonus action to speak the shirt's command word and cause it to assume the appearance of a different set of clothing. You decide what it looks like, including color, style, and accessories—from filthy beggar's clothes to glittering court attire. The illusory appearance lasts until you use this property again or remove the shirt.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -16987,7 +16138,6 @@ "desc": "This ring is crafted of silver with an inlay of mother-of-pearl. While wearing the ring, you can use an action to speak a command word and cause the ring to shed white and sparkling bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to repeat the command word. The ring has 6 charges for the following properties. It regains 1d6 charges daily at dawn. Bestow Shimmer. While wearing the ring, you can use a bonus action to expend 1 of its charges to charge a weapon you wield with silvery energy until the start of your next turn. When you hit with an attack using the charged weapon, the target takes an extra 1d6 radiant damage. Shimmering Aura. While wearing the ring, you can use an action to expend 1 of its charges to surround yourself with a silvery, shimmering aura of light for 1 minute. This bright light extends from you in a 5-foot radius and is sunlight. While you are surrounded in this light, you have resistance to radiant damage. Shimmering Bolt. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a bolt of silvery light and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 radiant damage for each charge you expend.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17007,7 +16157,6 @@ "desc": "These well-made, black leather shoes have brass buckles shaped like chimneys. While wearing the shoes, you have proficiency in the Acrobatics skill. In addition, while falling, you can use a reaction to cast the feather fall spell by holding your nose. The shoes can't be used this way again until the next dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17027,7 +16176,6 @@ "desc": "The normal range of this bow is doubled, but its long range remains the same.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17047,7 +16195,6 @@ "desc": "This enchanted blade is infused with the spirits of fallen warriors who carried it in battle long ago. You gain a +1 bonus to attack and damage rolls made with this magic weapon. If you die while attuned to the sword, you gain the effect of the gentle repose spell. This effect lasts until another creature attunes to the sword.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17067,7 +16214,6 @@ "desc": "An exquisite masterpiece of craftsmanship, this instrument is named for a prestigious musical academy. You must be proficient with stringed instruments to use this instrument. A creature that plays the instrument without being proficient with stringed instruments must succeed on a DC 17 Wisdom saving throw or take 2d6 psychic damage. The exquisite sounds of this sitar are known to weaken the power of demons. Each creature that can hear you playing this sitar has advantage on saving throws against the spells and special abilities of demons. Spells. You can use an action to play the sitar and cast one of the following spells from it, using your spell save DC and spellcasting ability: create food and water, fly, insect plague, invisibility, levitate, protection from evil and good, or reincarnate. Once the sitar has been used to cast a spell, you can’t use it to cast that spell again until the next dawn. Summon. If you spend 1 minute playing the sitar, you can summon animals to fight by your side. This works like the conjure animals spell, except you can summon only 1 elephant, 1d2 tigers, or 2d4 wolves.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17087,7 +16233,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. As an action, you can swing the sickle to cut nonmagical vegetation up to 60 feet away from you. Each cut is a separate action with one action equaling one swing of your arm. Thus, you can lead a party through a jungle or briar thicket at a normal pace, simply swinging the sickle back and forth ahead of you to clear the path. It can't be used to cut trunks of saplings larger than 1 inch in diameter. It also can't cut through unliving wood (such as a door or wall). When you hit a plant creature with a melee attack with this weapon, that target takes an extra 1d6 slashing damage. This weapon can make very precise cuts, such as to cut fruit or flowers high up in a tree without damaging the tree.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17107,7 +16252,6 @@ "desc": "This magic arrow's tip is enchanted to soften stone and warp wood. When this arrow hits an object or structure, it deals double damage then becomes a nonmagical arrow.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17127,7 +16271,6 @@ "desc": "This magic ammunition creates a trail of light behind it as it flies through the air. If the ammunition flies through the air and doesn't hit a creature, it releases a burst of light that can be seen for up to 1 mile. If the ammunition hits a creature, the creature must succeed on a DC 13 Dexterity saving throw or be outlined in golden light until the end of its next turn. While the creature is outlined in light, it can't benefit from being invisible and any attack against it has advantage if the attacker can see the outlined creature.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17147,7 +16290,6 @@ "desc": "The exterior of this clamshell metal case features a polished, mirror-like surface on one side and an ornate filigree on the other. Inside is a magnetic compass. While the case is closed, you can use an action to speak the command word and project a harmless beam of light up to 1 mile. As an action while holding the compass, you can flash a concentrated beam of light at a creature you can see within 60 feet of you. The target must succeed on a DC 13 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The compass can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17167,7 +16309,6 @@ "desc": "This heavy, gold ring is set with a round piece of carnelian, which is engraved with the symbol of an eagle perched upon a crown. While wearing the ring, you have advantage on saving throws against enchantment spells and effects. You can use an action to touch the ring to a creature—requiring a melee attack roll unless the creature is willing or incapacitated—and magically brand it with the ring’s crest. When a branded creature harms you, it takes 2d6 psychic damage and must succeed on a DC 15 Wisdom saving throw or be stunned until the end of its next turn. On a success, a creature is immune to this property of the ring for the next 24 hours, but the brand remains until removed. You can remove the brand as an action. The remove curse spell also removes the brand. Once you brand a creature, you can’t brand another creature until the next dawn. Instruments of Law. If you are also attuned to and wearing a Justicar’s mask (see page 149), you can cast the locate creature to detect a branded creature at will from the ring. If you are also attuned to and carrying a rod of the disciplinarian (see page 83), the psychic damage from the brand increases to 3d6 and the save DC increases to 16.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17187,7 +16328,6 @@ "desc": "This arcane master key is the prized possession of many an intrepid thief. Several types of skeleton key exist, each type made from a distinct material. Bone (Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect poison and disease (1 charge), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key crumbles into dust and is destroyed. Copper (Common). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. Crystal (Very Rare). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. The key has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: arcane lock (2 charges), detect magic (1 charge), dimension door (3 charges), or knock (1 charge). When you cast these spells, they are silent. The key regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the key shatters and is destroyed. Silver (Uncommon). While this key is on your person, you have advantage on ability checks made to disarm traps or open locks. In addition, while holding the key, you can use an action to cast the knock spell. When you cast the spell, it is silent. The key can’t be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17207,7 +16347,6 @@ "desc": "These silver wires magically adjust to fit any stringed instrument, making its sound richer and more melodious. You have advantage on Charisma (Performance) checks made when playing the instrument.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17227,7 +16366,6 @@ "desc": "This is a 6-foot-long birch wood oar with leaves and branches carved into its length. The grooves of the carvings are filled with silver, which glows softly when it is outdoors at night. You can activate the oar as an action to have it row a boat unassisted, obeying your mental commands. You can instruct it to row to a destination familiar to you, allowing you to rest while it performs its task. While rowing, it avoids contact with objects on the boat, but it can be grabbed and stopped by anyone at any time. The oar can move a total weight of 2,000 pounds at a speed of 3 miles per hour. It floats back to your hand if the weight of the craft, crew, and carried goods exceeds that weight.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17247,7 +16385,6 @@ "desc": "This ornate harp is fashioned from maple and engraved with heroic scenes of warriors battling trolls and dragons inlaid in bone. The harp is strung with fine silver wire and produces a sharp yet sweet sound. You must be proficient with stringed instruments to use this harp. When you play the harp, its music enhances some of your bard class features. Song of Rest. When you play this harp as part of your Song of Rest performance, each creature that spends one or more Hit Dice during the short rest gains 10 temporary hit points at the end of the short rest. The temporary hit points last for 1 hour. Countercharm. When you play this harp as part of your Countercharm performance, you and any friendly creatures within 30 feet of you also have resistance to thunder damage and have advantage on saving throws against being paralyzed. When this property has been used for a total of 10 minutes, this property can’t be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17267,7 +16404,6 @@ "desc": "This small bark-colored stone measures 3/4 of an inch in diameter and weighs 1 ounce. Typically, 1d4 + 1 skipstones are found together. You can use an action to throw the stone up to 60 feet. The stone crumbles to dust on impact and is destroyed. Each creature within a 5-foot radius of where the stone landed must succeed on a DC 15 Constitution saving throw or be thrown forward in time until the start of your next turn. Each creature disappears, during which time it can't act and is protected from all effects. At the start of your next turn, each creature reappears in the space it previously occupied or the nearest unoccupied space, and it is unaware that any time has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17287,7 +16423,6 @@ "desc": "TThis scholar’s cap is covered in bright stitched runes, and the interior is rough, like bark or sharkskin. This cap has 9 charges. It regains 1d8 + 1 expended charges daily at midnight. While wearing it, you can use an action and expend 1 or more of its charges to cast one of the following spells, using your spell save DC or save DC 15, whichever is higher: destructive resonance (2 charges), nether weapon (4 charges), protection from the void (1 charge), or void strike (3 charges). These spells are Void magic spells, which can be found in Deep Magic for 5th Edition. At the GM’s discretion, these spells can be replaced with other spells of similar levels and similarly related to darkness, destruction, or the Void. Dangers of the Void. The first time you cast a spell from the cap each day, your eyes shine with a sickly green light until you finish a long rest. If you spend at least 3 charges from the cap, a trickle of blood also seeps from beneath the cap until you finish a long rest. In addition, each time you cast a spell from the cap, you must succeed on a DC 12 Intelligence saving throw or your Intelligence is reduced by 2 until you finish a long rest. This DC increases by 1 for each charge you spent to cast the spell. Void Calls to Void. When you cast a spell from the cap while within 1 mile of a creature that understands Void Speech, the creature immediately knows your name, location, and general appearance.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17307,7 +16442,6 @@ "desc": "This decorated thick gold band is adorned with a single polished piece of slate. While wearing this ring, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing this ring increases its range by 60 feet. In addition, you can use an action to cast the faerie fire spell (DC 15) from it. The ring can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17327,7 +16461,6 @@ "desc": "This small brass pellet measures 1/2 of an inch in diameter. Typically, 1d6 + 4 sleep pellets are found together. You can use the pellet as a sling bullet and shoot it at a creature using a sling. On a hit, the pellet is destroyed, and the target must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Alternatively, you can use an action to swallow the pellet harmlessly. Once before 1 minute has passed, you can use an action to exhale a cloud of sleeping gas in a 15-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. An unconscious creature awakens if it takes damage or if another creature uses an action to wake it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17347,7 +16480,6 @@ "desc": "This suit of leather armor has a shiny, greasy look to it. While wearing the armor, you have advantage on ability checks and saving throws made to escape a grapple. In addition, while squeezing through a smaller space, you don't have disadvantage on attack rolls and Dexterity saving throws.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17367,7 +16499,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17387,7 +16518,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17407,7 +16537,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17427,7 +16556,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17447,7 +16575,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The blade of the sword is coated in an endless supply of violet-colored slime. Despite the sword's tendency to drip, the slime does not flow over the pommel, regardless of the angle at which it is held. You are immune to the effect of the slime while attuned to this sword. While holding this sword, you can communicate telepathically with ooze creatures, and you have advantage on Charisma (Deception, Intimidation, and Persuasion) checks against ooze creatures. In addition, you can use an action to fling some of the sword's slime at a creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d4 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. The sword can't be used this way again until 1 hour has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17467,7 +16594,6 @@ "desc": "This sling stone is carved with an open mouth that screams in hellish torment when hurled with a sling. Typically, 1d4 + 1 sling stones of screeching are found together. When you fire the stone from a sling, it changes into a screaming bolt, forming a line 5 feet wide that extends out from you to a target within 30 feet. Each creature in the line excluding you and the target must make a DC 13 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is knocked prone. On a success, a creature takes half the damage and isn't knocked prone. Make a ranged weapon attack against the target. On a hit, the target takes damage from the sling stone plus 3d8 thunder damage and is knocked prone. Once a sling stone of screeching has dealt its damage to a creature, it becomes a nonmagical sling stone.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17487,7 +16613,6 @@ "desc": "While you wear these fine, black cloth slippers, you have advantage on Dexterity (Acrobatics) checks to keep your balance. When you fall while wearing these slippers, you land on your feet, and if you succeed on a DC 13 Dexterity saving throw, you take only half the falling damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17507,7 +16632,6 @@ "desc": "This large smith's hammer appears well-used and rough in make and maintenance. If you use this hammer as part of a set of smith's tools, you can repair metal items in half the time, but the appearance of the item is always sloppy and haphazard. When you roll a 20 on an attack roll made with this magic weapon against a target wearing metal armor, the target's armor is partly damaged and takes a permanent and cumulative –2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17527,7 +16651,6 @@ "desc": "These brass and crystal cylinders are 6 inches long with 1-inch diameters. Each cylinder has a funnel on one end and a wooden plunger on the other end. You can use an action to quickly press the plunger, expelling the cylinder’s contents out through the funnel in a 30-foot line that is 5 feet wide. Once its contents are expelled, a cylinder is destroyed, and there is a 25 percent chance you are also subjected to the bombard’s effects as if you were caught in the line. Mindshatter Bombard (Rare). A vermilion solution sloshes and boils inside this canister. Each creature in the line of this substance must make a DC 15 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is incapacitated for 1 minute. On a success, a creature takes half the damage and isn’t incapacitated. An incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Murderous Bombard (Uncommon). A gruesome crimson slurry sloshes inside this canister with strange bits of ivory floating in it. Each creature in the line of this substance must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. While overcome with rage, the creature can’t distinguish friend from foe and must attack the nearest creature. If no other creature is near enough to move to and attack, the creature stalks off in a random direction, seeking a target for its rage. A creature overcome with rage can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Sloughide Bombard (Very Rare). A clear, gelatinous substance fills this canister. Each creature in the line of this substance must make a DC 17 Constitution saving throw. On a failure, a creature takes 6d6 acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. While paralyzed, the creature takes 2d6 acid damage at the start of each of its turns. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17547,7 +16670,6 @@ "desc": "This armor is soot-colored plate with grim dwarf visages on the pauldrons. The pauldrons emit curling smoke and are warm to the touch. You gain a +3 bonus to AC and are resistant to cold damage while wearing this armor. In addition, when you are struck by an attack while wearing this armor, you can use a reaction to fill a 30-foot cone in front of you with dense smoke. The smoke spreads around corners, and its area is heavily obscured. Each creature in the smoke when it appears and each creature that ends its turn in the smoke must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. A wind of at least 20 miles per hour disperses the smoke. Otherwise, the smoke lasts for 5 minutes. Once used, this property of the armor can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17567,7 +16689,6 @@ "desc": "This leather-bottomed, draw-string canvas bag appears to be a sturdy version of a common sack. If you use an action to speak the command word while holding the bag, all the contents within shift into an extradimensional space, leaving the bag empty. The bag can then be filled with other items. If you speak the command word again, the bag's current contents transfer into the extradimensional space, and the items in the extradimensional space transfer to the bag. The extradimensional space and the bag itself can each hold up to 1 cubic foot of items or 30 pounds of gear.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17587,7 +16708,6 @@ "desc": "When you attune yourself to this coat, it conforms to you in a color and style of your choice. It has no visible pockets, but they appear if you place your hands against the side of the coat and expect pockets. Once your hand is withdrawn, the pockets vanish and take anything placed in them to an extradimensional space. The coat can hold up to 40 pounds of material in up to 10 different extradimensional pockets. Nothing can be placed inside the coat that won't fit in a pocket. Retrieving an item from a pocket requires you to use an action. When you reach into the coat for a specific item, the correct pocket always appears with the desired item magically on top. As a bonus action, you can force the pockets to become visible on the coat. While you maintain concentration, the coat displays its four outer pockets, two on each side, four inner pockets, and two pockets on each sleeve. While the pockets are visible, any creature you allow can store or retrieve an item as an action. If the coat is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. Placing the coat inside an extradimensional space, such as a bag of holding, instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17607,7 +16727,6 @@ "desc": "The bowl of this simple, woven basket has hig-sloped sides, making it almost spherical. A matching woven lid sits on top of it, and leather straps secure the lid through loops on the base. The basket can hold up to 10 pounds. As an action, you can speak the command word and remove the lid to summon a swarm of poisonous snakes. You can't summon the snakes if items are in the basket. The snakes return to the basket, vanishing, after 1 minute or when the swarm is reduced to 0 hit points. If the basket is unavailable or otherwise destroyed, the snakes instead dissipate into a fine sand. The swarm is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the swarm moves and what action it takes on its next turn, or give it general orders, such as to attack your enemies. In the absence of such orders, the swarm acts in a fashion appropriate to its nature. Once the basket has been used to summon a swarm of poisonous snakes, it can't be used in this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17627,7 +16746,6 @@ "desc": "Crafted by a skilled wizard and meant to be a spellcaster's last defense, this staff is 5 feet long, made of yew wood that curves at its top, is iron shod at its mid-section, and capped with a silver dragon's claw that holds a lustrous, though rough and uneven, black pearl. When you make an attack with this staff, it howls and whistles hauntingly like the wind. When you cast a spell from this staff, it chirps like insects on a hot summer night. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. It has 3 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: faerie fire (1 charge) or gust of wind (2 charges). The staff regains 1d3 expended charges daily at dawn. Once daily, it can regain 1 expended charge by exposing the staff 's pearl to moonlight for 1 minute.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17647,7 +16765,6 @@ "desc": "Made from enchanted leather and decorated with songs lyrics written in calligraphy, this well-crafted saddle is enchanted with the impossible speed of a great horseman. While this saddle is attached to a horse, that horse's speed is increased by 10 feet. In addition, the horse can Disengage as a bonus action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17667,7 +16784,6 @@ "desc": "The broad, shallow bowl of this silver chalice rests in the outstretched wings of the raven figure that serves as the chalice's stem. The raven's talons, perched on a branch, serve as the chalice's base. A pair of interlocking gold rings adorn the sides of the bowl. As a 1-minute ritual, you and another creature that isn't a construct or undead and that has an Intelligence of 6 or higher can fill the chalice with wine and mix in three drops of blood from each of you. You and the other participant can then drink from the chalice, mingling your spirits and creating a magical connection between you. This connection is unaffected by distance, though it ceases to function if you aren't on the same plane of existence. The bond lasts until one or both of you end it of your own free will (no action required), one or both of you use the chalice to bond with another creature, or one of you dies. You and your bonded partner each gain the following benefits: - You are proficient in each saving throw that your bonded partner is proficient in.\n- If you are within 5 feet of your bonded partner and you fail a saving throw, your bonded partner can make the saving throw as well. If your bonded partner succeeds, you can choose to succeed on the saving throw that you failed.\n- You can use a bonus action to concentrate on the magical bond between you to determine your bonded partner's status. You become aware of the direction and distance to your bonded partner, whether they are unharmed or wounded, any conditions that may be currently affecting them, and whether or not they are afflicted with an addiction, curse, or disease. If you can see your bonded partner, you automatically know this information just by looking at them.\n- If your bonded partner is wounded, you can use a bonus action to take 4d8 slashing damage, healing your bonded partner for the same amount. If your bonded partner is reduced to 0 hit points, you can do this as a reaction.\n- If you are under the effects of a spell that has a duration but doesn't require concentration, you can use an action to touch your bonded partner to share the effects of the spell with them, splitting the remaining duration (rounded down) between you. For example, if you are affected by the mage armor spell and it has 4 hours remaining, you can use an action to touch your bonded partner to give them the benefits of the mage armor spell, reducing the duration to 2 hours on each of you.\n- If your bonded partner dies, you must make a DC 15 Constitution saving throw. On a failure, you drop to 0 hit points. On a success, you are stunned until the end of your next turn by the shock of the bond suddenly being broken. Once the chalice has been used to bond two creatures, it can't be used again until 7 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17687,7 +16803,6 @@ "desc": "If you unstopper the jug, your soul enters it. This works like the magic jar spell, except it has a duration of 9 hours and the jug acts as the gem. The jug must remain unstoppered for you to move your soul to a nearby body, back to the jug, or back to your own body. Possessing a target is an action, and your target can foil the attempt by succeeding on a DC 17 Charisma saving throw. Only one soul can be in the jug at a time. If a soul is in the jug when the duration ends, the jug shatters.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17707,7 +16822,6 @@ "desc": "This spear has an ivory haft, and tiny snowflakes occasionally fall from its tip. You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic spear, the target takes an extra 1d6 cold damage. You can use an action to transform the spear into a pair of snow skis. While wearing the snow skis, you have a walking speed of 40 feet when you walk across snow or ice, and you can walk across icy surfaces without needing to make an ability check. You can use a bonus action to transform the skis back into the spear. While the spear is transformed into a pair of skis, you can't make attacks with it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17727,7 +16841,6 @@ "desc": "This rowan wood spear has a thick knot in the center of the haft that uncannily resembles a petrified human heart. When you hit with an attack using this magic spear, the target takes an extra 1d6 necrotic damage. The spear has 3 charges, and it regains all expended charges daily at dusk. When you hit a creature with an attack using it, you can expend 1 charge to deal an extra 3d6 necrotic damage to the target. You regain hit points equal to the necrotic damage dealt.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17747,7 +16860,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. Fashioned in the style of a whaling spear, this long, barbed weapon is made from bone and heavy, yet pliant, ash wood. Its point is lined with decorative engravings of fish, clam shells, and waves. While you carry this spear, you have advantage on any Wisdom (Survival) checks to acquire food via fishing, and you have advantage on all Strength (Athletics) checks to swim. When set on the ground, the spear always spins to point west. When thrown in a westerly direction, the spear deals an extra 2d6 cold damage to the target.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17767,7 +16879,6 @@ "desc": "The front of this shield is fashioned in the shape of a snarling wolf ’s head. Spearbiter (Uncommon). When a creature you can see within 5 feet of you makes a melee weapon attack against you, you can use a reaction to attack the attacker’s weapon, the wolf ’s head animating and snapping its jaws at the weapon. Make a melee weapon attack with the shield. You have proficiency with this attack if you are proficient with shields. If the result is higher than the attacker’s attack roll against you, the attacker’s attack misses you. You can’t use this property of the shield again until the next dawn. Adamantine Spearbiter (Rare). A more powerful version of this shield exists. Its wolf ’s head is fitted with adamantine fangs and appears larger and more menacing. When you use your reaction and animate the wolf ’s head to snap at the attacker’s weapon, you have advantage on the attack roll. In addition, there is no longer a limit to the number of times you can use this property of the shield.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17787,7 +16898,6 @@ "desc": "This blade seems to flicker in and out of existence but always strikes true. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you can choose for its attacks to deal force damage instead of piercing damage. As an action while holding this sword or as a reaction when you deal damage to a creature with it, you can turn incorporeal until the start of your next turn. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17807,7 +16917,6 @@ "desc": "This horn is carved with images of a Spellhound (see Tome of Beasts 2) and invokes the antimagic properties of the hound's howl. You use an action to blow this horn, which emits a high-pitched, multiphonic sound that disrupts all magical effects within 30 feet of you. Any spell of 3rd level or lower in the area ends. For each spell of 4th-level or higher in the area, the horn makes a check with a +3 bonus. The DC equals 10 + the spell's level. On a success, the spell ends. In addition, each spellcaster within 30 feet of you and that can hear the horn must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn. Once used, the horn can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17827,7 +16936,6 @@ "desc": "This small, square wooden box is carved with scenes of life in a busy city. Inside, the box is divided into six compartments, each holding a different magical spice. A small wooden spoon is also stored inside the box for measuring. A spice box of zest contains six spoonfuls of each spice when full. You can add one spoonful of a single spice per person to a meal that you or someone else is cooking. The magic of the spices is nullified if you add two or more spices together. If a creature consumes a meal cooked with a spice, it gains a benefit based on the spice used in the meal. The effects last for 1 hour unless otherwise noted.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17847,7 +16955,6 @@ "desc": "This lacquered wooden spoon carries an entire cupboard within its smooth contours. When you swirl this spoon in any edible mixture, such as a drink, stew, porridge, or other dish, it exudes a flavorful aroma and infuses the mixture. This culinary wonder mimics any imagined variation of simple seasonings, from salt and pepper to aromatic herbs and spice blends. These flavors persist for 1 hour.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17867,7 +16974,6 @@ "desc": "Silver runes decorate the hairy legs and plump abdomen of this fist-sized preserved spider. You can use an action to throw the spider up to 30 feet. It explodes on impact and is destroyed. Each creature within a 20-foot radius of where the spider landed must succeed on a DC 13 Dexterity saving throw or be restrained by sticky webbing. A creature restrained by the webs can use its action to make a DC 13 Strength check. If it succeeds, it is no longer restrained. In addition, the webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. The webs also naturally unravel after 1 hour.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17887,7 +16993,6 @@ "desc": "Delicate web-like designs are carved into the wood of this twisted staff, which is often topped with the carved likeness of a spider. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of spiders appears and consumes the staff then vanishes. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges), spider climb (2 charges), or web (2 charges). Spider Swarm. While holding the staff, you can use an action and expend 1 charge to cause a swarm of spiders to appear in a space that you can see within 60 feet of you. The swarm is friendly to you and your companions but otherwise acts on its own. The swarm of spiders remains for 1 minute, until you dismiss it as an action, or until you move more than 100 feet away from it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17907,7 +17012,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17927,7 +17031,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17947,7 +17050,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17967,7 +17069,6 @@ "desc": "This roughly made staff has cracked and splintered ends and can be wielded as a magic quarterstaff. When you roll a 20 on an attack roll made with this weapon, you embed a splinter in the target's body, and the pain and discomfort of the splinter is distracting. While the splinter remains embedded, the target has disadvantage on Dexterity, Intelligence, and Wisdom checks, and, if it is concentrating on a spell, it must succeed on a DC 10 Constitution saving throw at the start of each of its turns to maintain concentration on the spell. A creature, including the target, can take its action to remove the splinter by succeeding on a DC 13 Wisdom (Medicine) check.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -17987,7 +17088,6 @@ "desc": "Arcane runes encircle this polished brass spyglass. You can view creatures and objects as far as 600 feet away through the spyglass, and they are magnified to twice their size. You can magnify your view of a creature or object to up to four times its size by twisting the end of the spyglass.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18007,7 +17107,6 @@ "desc": "Made from stout oak with steel bands and bits of chain running its entire length, the staff feels oddly heavy. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff constricts in upon itself and is destroyed. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane lock (2 charges), hold monster (5 charges), hold person (2 charges), lock armor* (2 charges), or planar binding (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Unbound. While holding the staff, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18027,7 +17126,6 @@ "desc": "This staff of petrified wood is topped with a stylized carving of a bat with spread wings, a mouth baring great fangs, and a pair of ruby eyes. It has 10 charges and regains 1d6 + 4 charges daily at dawn. As long as the staff holds at least 1 charge, you can communicate with bats as if you shared a language. Bat and bat-like beasts and monstrosities never attack you unless magically forced to do so or unless you attack them first. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: darkness (2 charges), dominate monster (8 charges), or flame strike (5 charges).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18047,7 +17145,6 @@ "desc": "This plain, wooden staff has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When you cast a spell while holding this staff, you can expend 1 or more of its charges as part of the casting to increase the level of the spell. Expending 1 charge increases the spell's level by 1, expending 3 charges increases the spell's level by 2, and expending 5 charges increases the spell's level by 3. When you increase a spell's level using the staff, the spell casts as if you used a spell slot of a higher level, but you don't expend that higher-level spell slot. You can't use the magic of this staff to increase a spell to a slot level higher than the highest spell level you can cast. For example, if you are a 7th-level wizard, and you cast magic missile, expending a 2nd-level spell slot, you can expend 3 of the staff 's charges to cast the spell as a 4th-level spell, but you can't expend 5 of the staff 's charges to cast the spell as a 5th-level spell since you can't cast 5th-level spells.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18067,7 +17164,6 @@ "desc": "This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. When you hit an object or structure with a melee attack using the staff, you deal double damage (triple damage on a critical hit). The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: thunderwave (1 charge), shatter (2 charges), circle of death (6 charges), disintegrate (6 charges), or earthquake (8 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18087,7 +17183,6 @@ "desc": "A gray crystal floats in the crook of this twisted staff. The crystal breaks into fragments as it slowly revolves, and those fragments break into smaller pieces then into clouds of dust. In spite of this, the crystal never seems to reduce in size. You have resistance to necrotic damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: blight (4 charges), disintegrate (6 charges), or shatter (2 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18107,7 +17202,6 @@ "desc": "One half of this staff is crafted of white ash and capped in gold, while the other is ebony and capped in silver. The staff has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff splits into two halves with a resounding crack and becomes nonmagical. Fortune. While holding the staff, you can use an action to expend 1 of its charges and touch a creature with the gold end of the staff, giving it good fortune. The target can choose to use its good fortune and have advantage on one ability check, attack roll, or saving throw. This effect ends after the target has used the good fortune three times or when 24 hours have passed. Misfortune. While holding the staff, you can use an action to touch a creature with the silver end of the staff. The target must succeed on a DC 15 Wisdom saving throw or have disadvantage on one of the following (your choice): ability checks, attack rolls, or saving throws. If the target fails the saving throw, the staff regains 1 expended charge. This effect lasts until removed by the remove curse spell or until you use an action to expend 1 of its charges and touch the creature with the gold end of the staff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), bane (1 charge), bless (1 charge), remove curse (3 charges), or divination (4 charges). You can also use an action to cast the guidance spell from the staff without using any charges.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18127,7 +17221,6 @@ "desc": "Several eagle feathers line the top of this long, thin staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes into a mass of eagle feathers and is destroyed. Feather Travel. When you are targeted by a ranged attack while holding the staff, you can use a reaction to teleport up to 10 feet to an unoccupied space that you can see. When you do, you briefly transform into a mass of feathers, and the attack misses. Once used, this property can’t be used again until the next dawn. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: conjure animals (2 giant eagles only, 3 charges), fly (3 charges), or gust of wind (2 charges).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18147,7 +17240,6 @@ "desc": "This stout, oaken staff is 7 feet long, bound in iron, and topped with a carving of a broad, thick-fingered hand. While holding this magic quarterstaff, your Strength score is 20. This has no effect on you if your Strength is already 20 or higher. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the hand slowly clenches into a fist, and the staff becomes a nonmagical quarterstaff.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18167,7 +17259,6 @@ "desc": "Made from the branch of a white ash tree, this staff holds a sapphire at one end and a ruby at the other. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: flaming sphere (2 charges), freezing sphere (6 charges), sleet storm (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff and its gems crumble into ash and snow and are destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18187,7 +17278,6 @@ "desc": "This plain-looking, wooden staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 12 charges and regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +1 bonus to attack and damage rolls, loses all other properties, and the next time you roll a 20 on an attack roll using the staff, it explodes, dealing an extra 6d6 force damage to the target then is destroyed. On a 20, the staff regains 1d10 + 2 charges. Some of the staff ’s properties require the target to make a saving throw to resist or lessen the property’s effects. The saving throw DC is equal to 8 + your proficiency bonus + your Wisdom modifier. Bamboo in the Rainy Season. While holding the staff, you can use a bonus action to expend 1 charge to grant the staff the reach property until the start of your next turn. Gate to the Hell of Being Roasted Alive. While holding the staff, you can use an action to expend 1 charge to cast the scorching ray spell from it. When you make the spell’s attacks, you use your Wisdom modifier as your spellcasting ability. Iron Whirlwind. While holding the staff, you use an action to expend 2 charges, causing weighted chains to extend from the end of the staff and reducing your speed to 0 until the end of your next turn. As part of the same action, you can make one attack with the staff against each creature within your reach. If you roll a 1 on any attack, you must immediately make an attack roll against yourself as well before resolving any other attacks against opponents. Monkey Steals the Peach. While holding the staff, you can use a bonus action to expend 1 charge to extend sharp, grabbing prongs from the end of the staff. Until the start of your next turn, each time you hit a creature with the staff, the target takes piercing damage instead of the bludgeoning damage normal for the staff, and the target must make a DC 15 Constitution saving throw. On a failure, the target is incapacitated until the end of its next turn as it suffers crippling pain. On a success, the target has disadvantage on its next attack roll. Rebuke the Disobedient Child. When you are hit by a creature you can see within your reach while holding this staff, you can use a reaction to expend 1 charge to make an attack with the staff against the attacker. Seven Vengeful Demons Death Strike. While holding the staff, you can use an action to expend 7 charges and make one attack against a target within 5 feet of you with the staff. If the attack hits, the target takes bludgeoning damage as normal, and it must make a Constitution saving throw, taking 7d8 necrotic damage on a failed save, or half as much damage on a successful one. If the target dies from this damage, the staff ceases to function as anything other than a magic quarterstaff until the next dawn, but it regains all expended charges when its powers return. A humanoid killed by this damage rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Swamp Hag's Deadly Breath. While holding the staff, you can use an action to expend 2 charges to expel a 15-foot cone of poisonous gas out of the end of the staff. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 4d6 poison damage and is poisoned for 1 hour. On a success, a creature takes half the damage and isn’t poisoned. Vaulting Leap of the Clouds. If you are holding the staff and it has at least 1 charge, you can cast the jump spell from it as a bonus action at will without using any charges, but you can target only yourself when you do so.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18207,7 +17297,6 @@ "desc": "Fashioned from a single branch of polished ebony, this sturdy staff is topped by a lustrous jet. While holding it and in dim light or darkness, you gain a +1 bonus to AC and saving throws. This staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: circle of death (6 charges), darkness (2 charges), or vampiric touch (3 charges). You can also use an action to cast the chill touch cantrip from the staff without using any charges. The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dark powder and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18227,7 +17316,6 @@ "desc": "This twisted, wooden staff has 10 charges. While holding it, you can use an action to inflict a minor curse on a creature you can see within 30 feet of you. The target must succeed on a DC 10 Constitution saving throw or be affected by the chosen curse. A minor curse causes a non-debilitating effect or change in the creature, such as an outbreak of boils on one section of the target's skin, intermittent hiccupping, transforming the target's ears into small, donkey-like ears, or similar effects. The curse never interrupts spellcasting and never causes disadvantage on ability checks, attack rolls, or saving throws. The curse lasts for 24 hours or until removed by the remove curse spell or similar magic. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a cloud of noxious gas, and you are targeted with a minor curse of the GM's choice.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18247,7 +17335,6 @@ "desc": "This tarnished silver staff is tipped with the unholy visage of a fiendish lion skull carved from labradorite—a likeness of the Arch-Devil Parzelon (see Creature Codex). The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), dominate person (5 charges), lightning bolt (3 charges), locate creature (4 charges), locate object (2 charges), magic missile (1 charge), scrying (5 charges), or suggestion (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: comprehend languages, detect evil and good, detect magic, identify, or message. Extract Ageless Knowledge. As an action, you can touch the head of the staff to a corpse. You must form a question in your mind as part of this action. If the corpse has an answer to your question, it reveals the information to you. The answer is always brief—no more than one sentence—and very specific to the framed question. The corpse doesn’t need a mouth to answer; you receive the information telepathically. The corpse knows only what it knew in life, and it is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This property doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. Once the staff has been used to ask a corpse 5 questions, it can’t be used to extract knowledge from that same corpse again until 3 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18267,7 +17354,6 @@ "desc": "This iron-shod wooden staff is heavily worn, and it can be wielded as a quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane lock (2 charges), dimension door (4 charges), knock (2 charges), or passwall (5 charges).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18287,7 +17373,6 @@ "desc": "This is a graceful, highly polished wooden staff crafted from willow. A crystal ball tops the staff, and smooth gold bands twist around its shaft. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: detect thoughts (2 charges), locate creature (4 charges), locate object (2 charges), scrying (5 charges), or true seeing (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a bright flash of light erupts from the crystal ball, and the staff vanishes.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18307,7 +17392,6 @@ "desc": "Mold and mushrooms coat this gnarled wooden staff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff rots into tiny clumps of slimy, organic matter and is destroyed. Mushroom Disguise. While holding the staff, you can use an action to expend 2 charges to cover yourself and anything you are wearing or carrying with a magical illusion that makes you look like a mushroom for up to 1 hour. You can appear to be a mushroom of any color or shape as long as it is no more than one size larger or smaller than you. This illusion ends early if you move or speak. The changes wrought by this effect fail to hold up to physical inspection. For example, if you appear to have a spongy cap in place of your head, someone touching the cap would feel your face or hair instead. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that you are disguised. Speak with Plants. While holding the staff, you can use an action to expend 1 of its charges to cast the speak with plants spell from it. Spore Cloud. While holding the staff, you can use an action to expend 3 charges to release a cloud of spores in a 20-foot radius from you. The spores remain for 1 minute, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. When a creature, other than you, enters the cloud of spores for the first time on a turn or starts its turn there, that creature must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage and become poisoned until the start of its next turn. A wind of at least 10 miles per hour disperses the spores and ends the effect.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18327,7 +17411,6 @@ "desc": "This gold-shod staff is constructed out of a piece of masting from a galleon. The staff can be wielded as a magic quarterstaff that grants you a +1 bonus to attack and damage rolls made with it. While you are on board a ship, this bonus increases to +2. The staff has 10 charges and regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses all of its magic and becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control water (4 charges), fog cloud (1 charge), gust of wind (2 charges), or water walk (3 charges). You can also use an action to cast the ray of frost cantrip from the staff without using any charges.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18347,7 +17430,6 @@ "desc": "This simple, wooden staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Create Object. You can use an action to expend 2 charges to conjure an inanimate object in your hand or on the ground in an unoccupied space you can see within 10 feet of you. The object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object you have seen. You can’t create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects. The object sheds dim light in a 5-foot radius. The object disappears after 1 hour, when you use this property again, or if the object takes or deals any damage. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (5 charges), fabricate (4 charges) or floating disk (1 charge). You can also use an action to cast the mending spell from the staff without using any charges.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18367,7 +17449,6 @@ "desc": "This ugly staff is fashioned from a piece of gnarled driftwood and is crowned with an octopus carved from brecciated jasper. Its gray and red stone tentacles wrap around the top half of the staff. While holding this staff, you have a swimming speed of 30 feet. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the jasper octopus crumbles to dust, and the staff becomes a nonmagical piece of driftwood. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: black tentacles (4 charges), conjure animals (only beasts that can breathe water, 3 charges), darkness (2 charges), or water breathing (3 charges). Ink Cloud. While holding this staff, you can use an action and expend 1 charge to cause an inky, black cloud to spread out in a 30-foot radius from you. The cloud can form in or out of water. The cloud remains for 10 minutes, making the area heavily obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour or a steady current (if underwater) disperses the cloud and ends the effect.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18387,7 +17468,6 @@ "desc": "Made of gently twisting ash and engraved with spiraling runes, the staff feels strangely lighter than its size would otherwise suggest. This staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: circle of wind* (1 charge), feather fall (1 charge), gust of wind (2 charges), storm god's doom* (3 charges), wind tunnel* (1 charge), wind walk (6 charges), wind wall (3 charges), or wresting wind* (2 charges). You can also use an action to cast the wind lash* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM's discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to breezes, wind, or movement. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles into ashes and is taken away with the breeze.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18407,7 +17487,6 @@ "desc": "An iron hook is affixed to the top of this plain, wooden staff. While holding this staff, you can use an action to cast the light spell from it at will, but the light can emanate only from the staff 's hook. If a lantern hangs from the staff 's hook, you gain the following benefits while holding the staff: - You can control the light of the lantern, lighting or extinguishing it as a bonus action. The lantern must still have oil, if it requires oil to produce a flame.\n- The lantern's flame can't be extinguished by wind or water.\n- If you are a spellcaster, you can use the staff as a spellcasting focus. When you cast a spell that deals fire or radiant damage while using this staff as your spellcasting focus, you gain a +1 bonus to the spell's attack roll, or the spell's save DC increases by 1 (your choice).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18427,7 +17506,6 @@ "desc": "This staff is made of rock crystal yet weighs the same as a wooden staff. The staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to spell attack rolls. In addition, you are immune to the effects of high altitude and severe cold weather, such as hypothermia and frostbite. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters into fine stone fragments and is destroyed. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: control weather (8 charges), fault line* (6 charges), gust of wind (2 charges), ice storm (4 charges), jump (1 charge), snow boulder* (4 charges), or wall of stone (5 charges). Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. Stone Strike. When you hit a creature or object made of stone or earth with this staff, you can expend 5 of its charges to shatter the target. The target must make a DC 17 Constitution saving throw, taking an extra 10d6 force damage on a failed save, or half as much damage on a successful one. If the target is an object that is being worn or carried, the creature wearing or carrying it must make the saving throw, but only the object takes the damage. If this damage reduces the target to 0 hit points, it shatters and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18447,7 +17525,6 @@ "desc": "This unwholesome staff is crafted of a material that appears to be somewhere between weathered wood and dried meat. It weeps beads of red liquid that are thick and sticky like tree sap but smell of blood. A crystalized yellow eye with a rectangular pupil, like the eye of a goat, sits at its top. You can wield the staff as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the eye liquifies as the staff shrivels and twists into a blackened, smoking ruin and is destroyed. Ember Cloud. While holding the staff, you can use an action and expend 2 charges to release a cloud of burning embers from the staff. Each creature within 10 feet of you must make a DC 15 Constitution saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. The ember cloud remains until the start of your next turn, making the area lightly obscured for creatures other than you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. Fiery Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 fire damage to the target. If you take fire damage while wielding the staff, you have advantage on attack rolls with it until the end of your next turn. While holding the staff, you have resistance to fire damage. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: augury (2 charges), barkskin (2 charges), confusion (4 charges), entangle (1 charge), or wall of fire (4 charges).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18467,7 +17544,6 @@ "desc": "This unassuming staff appears to be little more than the branch of a tree. While holding this staff, your skin becomes bark-like, and the hair on your head transforms into a chaplet of green leaves. This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. Nature’s Guardian. While holding this staff, you have resistance to cold and necrotic damage, but you have vulnerability to fire and radiant damage. In addition, you have advantage on attack rolls against aberrations and undead, but you have disadvantage on saving throws against spells and other magical effects from fey and plant creatures. One with the Woods. While holding this staff, your AC can’t be less than 16, regardless of what kind of armor you are wearing, and you can’t be tracked when you travel through terrain with excessive vegetation, such as a forest or grassland. Tree Friend. While holding this staff, you can use an action to animate a tree you can see within 60 feet of you. The tree uses the statistics of an animated tree and is friendly to you and your companions. Roll initiative for the tree, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t directly harm other trees or the natural world. If you don’t issue any commands to the three, it defends itself from hostile creatures but otherwise takes no actions. Once used, this property can’t be used again until the next dawn. Venerated Tree. If you spend 1 hour in silent reverence at the base of a Huge or larger tree, you can use an action to plant this staff in the soil above the tree’s roots and awaken the tree as a treant. The treant isn’t under your control, but it regards you as a friend as long as you don’t harm it or the natural world around it. Roll a d20. On a 1, the staff roots into the ground, growing into a sapling, and losing its magic. Otherwise, after you awaken a treant with this staff, you can’t do so again until 30 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18487,7 +17563,6 @@ "desc": "This staff carved from a burnt ash tree is topped with an unhatched dragon’s (see Creature Codex) skull. This staff can be wielded as a magic quarterstaff. The staff has 5 charges for the following properties. It regains 1d4 + 1 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Necrotic Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d8 necrotic damage to the target. Spells. While holding the staff, you can use an action to expend 1 charge to cast bane or protection from evil and good from it using your spell save DC. You can also use an action to cast one of the following spells from the staff without using any charges, using your spell save DC and spellcasting ability: chill touch or minor illusion.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18507,7 +17582,6 @@ "desc": "Crafted from polished bone, this strange staff is carved with numerous arcane symbols and mystical runes. The staff has 10 charges. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: false life (1 charge), gentle repose (2 charges), heartstop* (2 charges), death ward (4 charges), raise dead (5 charges), revivify (3 charges), shared sacrifice* (2 charges), or speak with dead (3 charges). You can also use an action to cast the bless the dead* or spare the dying spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the bone staff crumbles to dust.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18527,7 +17601,6 @@ "desc": "This gnarled and twisted oak staff has numerous thorns growing from its surface. Green vines tightly wind their way up along the shaft. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the thorns immediately fall from the staff and it becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: barkskin (2 charges), entangle (1 charge), speak with plants (3 charges), spike growth (2 charges), or wall of thorns (6 charges). Thorned Strike. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 piercing damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18547,7 +17620,6 @@ "desc": "The length of this wooden staff is carved with images of mouths whispering, speaking, and screaming. This staff can be wielded as a magic quarterstaff. While holding this staff, you can't be deafened, and you can act normally in areas where sound is prevented, such as in the area of a silence spell. Any creature that is not deafened can hear your voice clearly from up to 1,000 feet away if you wish them to hear it. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the mouths carved into the staff give a collective sigh and close, and the staff becomes a nonmagical quarterstaff. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: divine word (7 charges), magic mouth (2 charges), speak with animals (1 charge), speak with dead (3 charges), speak with plants (3 charges), or word of recall (6 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges. Thunderous Shout. While holding the staff, you can use an action to expend 1 charge and release a chorus of mighty shouts in a 15-foot cone from it. Each creature in the area must make a Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is deafened for 1 minute. On a success, a creature takes half the damage and is deafened until the end of its next turn. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18567,7 +17639,6 @@ "desc": "This pure white, pine staff is topped with an ornately faceted shard of ice. The entire staff is cold to the touch. You have resistance to cold damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its resistance to cold damage but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Boreas’s breath* (2 charges), cone of cold (5 charges), curse of Boreas* (6 charges), ice storm (4 charges), flurry* (1 charge), freezing fog* (3 charges), freezing sphere (6 charges), frostbite* (5 charges), frozen razors* (3 charges), gliding step* (1 charge), sleet storm (3 charges), snow boulder* (4 charges), triumph of ice* (7 charges), or wall of ice (6 charges). You can also use an action to cast the chill touch or ray of frost spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to ice, snow, or wintry weather. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take cold damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of cold damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18587,7 +17658,6 @@ "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18607,7 +17677,6 @@ "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18627,7 +17696,6 @@ "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18647,7 +17715,6 @@ "desc": "This weapon was created in a long-forgotten holy war. A woven banner bearing the symbol of a god hangs from it. When you attune to it, the banner changes to the colors and symbol of your deity. You gain a +1 bonus to attack and damage rolls made with this magic weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18667,7 +17734,6 @@ "desc": "This armor makes you difficult to manipulate both mentally and physically. While wearing this armor, you have advantage on saving throws against being charmed or frightened, and you have advantage on ability checks and saving throws against spells and effects that would move you against your will.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18687,7 +17753,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with an attack using this weapon, you can use a bonus action to inject paralyzing venom in the target. The target must succeed on a DC 15 Constitution saving throw or become paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to poison are also immune to this dagger's paralyzing venom. The dagger can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18707,7 +17772,6 @@ "desc": "This bodhrán drum is crafted of wood from an ash tree struck by lightning, and its head is made from stretched mammoth skin, painted with a stylized thunderhead. While attuned to this drum, you can use it as an arcane focus. While holding the drum, you are immune to thunder damage. While this drum is on your person but not held, you have resistance to thunder damage. The drum has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. In addition, the drum regains 1 expended charge for every 10 thunder damage you ignore due to the resistance or immunity the drum gives you. If you expend the drum's last charge, roll a 1d20. On a 1, it becomes a nonmagical drum. However, if you make a Charisma (Performance) check while playing the nonmagical drum, and you roll a 20, the passion of your performance rekindles the item's power, restoring its properties and giving it 1 charge. If you are hit by a melee attack while using the drum as a shield, you can use a reaction to expend 1 charge to cause a thunderous rebuke. The attacker must make a DC 17 Constitution saving throw. On a failure, the attacker takes 2d8 thunder damage and is pushed up to 10 feet away from you. On a success, the attacker takes half the damage and isn't pushed. The drum emits a thunderous boom audible out to 300 feet.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18727,7 +17791,6 @@ "desc": "Sturdy and smooth, this impressive staff is crafted from solid stone. Most stone staves are crafted by dwarf mages and few ever find their way into non-dwarven hands. The staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: earthskimmer* (4 charges), entomb* (6 charges), flesh to stone (6 charges), meld into stone (3 charges), stone shape (4 charges), stoneskin (4 charges), or wall of stone (5 charges). You can also use an action to cast the pummelstone* or true strike spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, hundreds of cracks appear across the staff 's surface and it crumbles into tiny bits of stone.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18747,7 +17810,6 @@ "desc": "These impractically spiked gauntlets are made from adamantine, are charged with raw elemental earth magic, and limit the range of motion in your fingers. While wearing these gauntlets, you can't carry a weapon or object, and you can't climb or otherwise perform precise actions requiring the use of your hands. When you hit a creature with an unarmed strike while wearing these gauntlets, the unarmed strike deals an extra 1d4 piercing damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18767,7 +17829,6 @@ "desc": "This staff is fashioned from petrified wood and crowned with a raw chunk of lapis lazuli veined with gold. The staff can be wielded as a magic quarterstaff. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Spells. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: animate objects (only stone objects, 5 charges), earthquake (8 charges), passwall (only stone surfaces, 5 charges), or stone shape (4 charges). Elemental Speech. You can speak and understand Primordial while holding this staff. Favor of the Earthborn. While holding the staff, you have advantage on Charisma checks made to influence earth elementals or other denizens of the Plane of Earth. Stone Glide. If the staff has at least 1 charge, you have a burrowing speed equal to your walking speed, and you can burrow through earth and stone while holding this staff. While doing so, you don’t disturb the material you move through.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18787,7 +17848,6 @@ "desc": "This long-shanked wooden smoking pipe is etched with leaves along the bowl. Although it is serviceable as a typical pipe, you can use an action to blow out smoke and shape the smoke into wispy images for 10 minutes. This effect works like the silent image spell, except its range is limited to a 10-foot cone in front of you, and the images can be no larger than a 5-foot cube. The smoky images last for 3 rounds before fading, but you can continue blowing smoke to create more images for the duration or until the pipe burns through the smoking material in it, whichever happens first.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18807,7 +17867,6 @@ "desc": "This suit of armor always has a forest or leaf motif and is usually green or brown in color. While wearing this armor in forest terrain, you have advantage on\nStrength (Athletics) and Dexterity (Stealth) checks. You can use an action to transform the armor into a cloud of swirling razor-sharp leaves, and each creature within 10 feet of you must succeed on a DC 13 Dexterity saving throw or take 2d8 slashing damage. For 1 minute, the cloud of leaves spreads out in a 10-foot radius from you, making the area lightly obscured for creatures other than you. The cloud moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the cloud and ends the effect. While the armor is transformed, you don't gain a base Armor Class from the armor. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18827,7 +17886,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18847,7 +17905,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18867,7 +17924,6 @@ "desc": "Charms and wards made of claws, feathers, scales, or similar objects adorn this armor, which is etched with the likenesses of the creatures that contributed the adornments. The armor provides protection against a specific type of foe, indicated by its adornments. While wearing this armor, you have a bonus to AC against attacks from creatures of the type the armor wards against. The bonus is determined by its rarity. The armor provides protection against one of the following creature types: aberration, beast, celestial, construct, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18887,7 +17943,6 @@ "desc": "This unusual cloak is made of many overlapping, broad strips of thick cloth.\nCrawling Cloak (Common). When you are prone, you can animate the cloak and have it pull you along the ground, allowing you to ignore the extra movement cost for crawling. You can still only move up to your normal movement rate and can’t stand up from prone unless you still have at least half your movement remaining after moving.\n\nSturdy Crawling Cloak (Uncommon). This more powerful version of the crawling cloak also allows you to use the prehensile strips of the cloak to climb, giving you a climbing speed of 20 feet. If you already have a climbing speed, the cloak increases that speed by 10 feet. When using the cloak, you can keep your hands free while climbing.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18907,7 +17962,6 @@ "desc": "This ornate scroll case is etched with arcane symbology. Scrolls inside this case are immune to damage and are protected from the elements, as long as the scroll case remains closed and intact. The scroll case itself has immunity to all forms of damage, except force damage and thunder damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18927,7 +17981,6 @@ "desc": "This staff of gnarled, rotted wood ends in a hooked curvature like a twisted shepherd's crook. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: bestow curse (3 charges), blight (4 charges), contagion (5 charges), false life (1 charge), or hallow (5 charges). The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the last charge, roll a d20. On a 1, the staff turns to live maggots and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18947,7 +18000,6 @@ "desc": "When you drink this potion, you regain 5 hit points at the start of each of your turns. After it has restored 50 hit points, the potion's effects end.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18967,7 +18019,6 @@ "desc": "When you drink this potion, you regain 8 hit points at the start of each of your turns. After it has restored 80 hit points, the potion's effects end.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -18987,7 +18038,6 @@ "desc": "When holding this sturdy knife, you can use an action to transform it into a crowbar, a fishing rod, a hunting trap, or a hatchet (mainly a chopping tool; if wielded as a weapon, it uses the same statistics as this dagger, except it deals slashing damage). While holding or touching the transformed knife, you can use an action to transform it into another form or back into its original shape.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19007,7 +18057,6 @@ "desc": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19027,7 +18076,6 @@ "desc": "While wearing this armor festooned with thin draconic scales, you gain a +1 bonus to AC. You can use the scales as a melee weapon while wearing the armor. You have proficiency with the scales and deal 1d4 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls as normal). Swarms don't have resistance to the damage dealt by the scales. In addition, if a swarm occupies your space, you can attack with the scales as a bonus action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19047,7 +18095,6 @@ "desc": "This plumage, a colorful bouquet of tropical hat feathers, has a small pin at its base and can be affixed to any hat or headband. Due to its distracting, ostentatious appearance, creatures hostile to you have disadvantage on opportunity attacks against you.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19067,7 +18114,6 @@ "desc": "You have a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid with this weapon, the humanoid takes an extra 1d6 slashing damage. If you use the axe to damage a plant creature or an object made of wood, the axe's blade liquifies into harmless honey, and it can't be used again until 24 hours have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19087,7 +18133,6 @@ "desc": "When wearing these cloth wraps, your forearms and hands swell to half again their normal size without negatively impacting your fine motor skills. You gain a +1 bonus to attack and damage rolls made with unarmed strikes while wearing these wraps. In addition, your unarmed strike uses a d4 for damage and counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you hit a target with an unarmed strike and the target is no more than one size larger than you, you can use a bonus action to automatically grapple the target. Once this special bonus action has been used three times, it can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19107,7 +18152,6 @@ "desc": "Cat burglars, gearworkers, locksmiths, and even street performers use this gooey substance to increase the sensitivity of their hands. When found, a container contains 1d4 + 1 doses. As an action, one dose can be applied to a creature's hands. For 1 hour, that creature has advantage on Dexterity (Sleight of Hand) checks and on tactile Wisdom (Perception) checks.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19127,7 +18171,6 @@ "desc": "This ornate brooch is shaped like a jeweled weaving spider or scarab beetle. While it is attached to a piece of fabric, it can be activated as an action. When activated, it skitters across the fabric, mending any tears, adjusting frayed hems, and reinforcing seams. This item works only on nonmagical objects made out of fibrous material, such as clothing, rope, and rugs. It continues repairing the fabric for up to 10 minutes or until the repairs are complete. Once used, it can't be used again until 1 hour has passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19147,7 +18190,6 @@ "desc": "The coldly beautiful and deadly Snow Queen (see Tome of Beasts) grants these delicate-looking snowflake-shaped mithril talismans to her most trusted spies and servants. Each talisman is imbued with a measure of her power and is magically tied to the queen. It can be affixed to any piece of clothing or worn as an amulet. While wearing the talisman, you gain the following benefits: • You have resistance to cold damage. • You have advantage on Charisma checks when interacting socially with creatures that live in cold environments, such as frost giants, winter wolves, and fraughashar (see Tome of Beasts). • You can use an action to cast the ray of frost cantrip from it at will, using your level and using Intelligence as your spellcasting ability. Blinding Snow. While wearing the talisman, you can use an action to create a swirl of snow that spreads out from you and into the eyes of nearby creatures. Each creature within 15 feet of you must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn. Once used, this property can’t be used again until the next dawn. Eyes of the Queen. While you are wearing the talisman, the Snow Queen can use a bonus action to see through your eyes if both of you are on the same plane of existence. This effect lasts until she ends it as a bonus action or until you die. You can’t make a saving throw to prevent the Snow Queen from seeing through your eyes. However, being more than 5 feet away from the talisman ends the effect, and becoming blinded prevents her from seeing anything further than 10 feet away from you. When the Snow Queen is looking through your eyes, the talisman sheds an almost imperceptible pale blue glow, which you or any creature within 10 feet of you notice with a successful DC 20 Wisdom (Perception) check. An identify spell fails to reveal this property of the talisman, and this property can’t be removed from the talisman except by the Snow Queen herself.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19167,7 +18209,6 @@ "desc": "These two enchanted brass tablets each have gold styli chained to them by small, silver chains. As long as both tablets are on the same plane of existence, any message written on one tablet with its gold stylus appears on the other tablet. If the writer writes words in a language the reader doesn't understand, the tablets translate the words into a language the reader can read. While holding a tablet, you know if no creature bears the paired tablet. When the tablets have transferred a total of 150 words between them, their magic ceases to function until the next dawn. If one of the tablets is destroyed, the other one becomes a nonmagical block of brass worth 25 gp.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19187,7 +18228,6 @@ "desc": "These heavy iron and wood torches are typically found in pairs or sets of four. While holding this torch, you can use an action to speak a command word and cause it to produce a magical, heatless flame that sheds bright light in a 20-foot radius and dim light for an additional 20 feet. You can use a bonus action to repeat the command word to extinguish the light. If more than one talking torch remain lit and touching for 1 minute, they become magically bound to each other. A torch remains bound until the torch is destroyed or until it is bound to another talking torch or set of talking torches. While holding or carrying the torch, you can communicate telepathically with any creature holding or carrying one of the torches bound to your torch, as long as both torches are lit and within 5 miles of each other.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19207,7 +18247,6 @@ "desc": "This whip is braided from leather tanned from the hides of a dozen different, dangerous beasts. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a beast using this weapon, you have advantage on the attack roll.\nWhen you roll a 20 on the attack roll made with this weapon and the target is a beast, the beast must succeed on a DC 15 Wisdom saving throw or become charmed or frightened (your choice) for 1 minute.\nIf the creature is charmed, it understands and obeys one-word commands, such as “attack,” “approach,” “stay,” or similar. If it is charmed and understands a language, it obeys any command you give it in that language. The charmed or frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19227,7 +18266,6 @@ "desc": "This metal shield has an outer coating consisting of hardened resinous insectoid secretions embedded with flakes from ground dragon scales collected from various dragon wyrmlings and one dragon that was killed by shadow magic. While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. In addition, you have resistance to acid, cold, fire, lightning, necrotic, and poison damage dealt by the breath weapons of dragons. While wielding the shield in an area of dim or bright light, you can use an action to reflect the light off the shield's dragon scale flakes to cause a cone of multicolored light to flash from it (15-foot cone if in dim light; 30-foot cone if in bright light). Each creature in the area must make a DC 17 Dexterity saving throw. For each target, roll a d6 and consult the following table to determine which color is reflected at it. The shield can't be used this way again until the next dawn. | d6 | Effect |\n| --- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |\n| 1 | **Red**. The target takes 6d6 fire damage on a failed save, or half as much damage on a successful one. |\n| 2 | **White**. The target takes 4d6 cold damage and is restrained until the start of your next turn on a failed save, or half as much damage and is not restrained on a successful one. |\n| 3 | **Blue**. The target takes 4d6 lightning damage and is paralyzed until the start of your next turn on a failed save, or half as much damage and is not paralyzed on a successful one. |\n| 4 | **Black**. The target takes 4d6 acid damage on a failed save, or half as much damage on a successful one. If the target failed the save, it also takes an extra 2d6 acid damage on the start of your next turn. |\n| 5 | **Green**. The target takes 4d6 poison damage and is poisoned until the start of your next turn on a failed save, or half as much damage and is not poisoned on a successful one. |\n| 6 | **Shadow**. The target takes 4d6 necrotic damage and its Strength score is reduced by 1d4 on a failed save, or half as much damage and does not reduce its Strength score on a successful one. The target dies if this Strength reduction reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19247,7 +18285,6 @@ "desc": "This cast iron teapot is adorned with the simple image of fluffy clouds that seem to slowly shift and move across the pot as if on a gentle breeze. Any water placed inside the teapot immediately becomes hot tea at the perfect temperature, and when poured, it becomes the exact flavor the person pouring it prefers. The teapot can serve up to 6 creatures, and any creature that spends 10 minutes drinking a cup of the tea gains 2d6 temporary hit points for 24 hours. The creature pouring the tea has advantage on Charisma (Persuasion) checks for 10 minutes after pouring the first cup. Once used, the teapot can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19267,7 +18304,6 @@ "desc": "The handle of this flail is made of mammoth bone wrapped in black leather made from bat wings. Its pommel is adorned with raven's claws, and the head of the flail dangles from a flexible, preserved braid of entrails. The head is made of petrified wood inlaid with owlbear and raven beaks. When swung, the flail lets out an otherworldly screech. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this flail, the target takes an extra 1d6 psychic damage. When you roll a 20 on an attack roll made with this weapon, the target must succeed on a DC 15 Wisdom saving throw or be incapacitated until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19287,7 +18323,6 @@ "desc": "This black cloak appears to be made of pure shadow and shrouds you in darkness. While wearing it, you gain the following benefits: - You have advantage on Dexterity (Stealth) checks.\n- You have resistance to necrotic damage.\n- You can cast the darkness and misty step spells from it at will. Casting either spell from the cloak requires an action. Instead of a silvery mist when you cast misty step, you are engulfed in the darkness of the cloak and emerge from the cloak's darkness at your destination.\n- You can use an action to cast the black tentacles or living shadows (see Deep Magic for 5th Edition) spell from it. The cloak can't be used this way again until the following dusk.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19307,7 +18342,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls with this magic weapon, which deals slashing damage instead of piercing damage. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 2d6 slashing damage. If the target is a creature other than an undead or construct, it must succeed on a DC 13 Constitution saving throw or lose 2d6 hit points at the start of each of its turns from a bleeding wound. Any creature can take an action to stanch the wound with a successful DC 11 Wisdom (Medicine) check. The wound also closes if the target receives magical healing. In addition, once every 7 days while the scalpel is on your person, you must succeed on a DC 15 Charisma saving throw or become driven to feed blood to the scalpel. You have advantage on attack rolls with the scalpel until it is sated. The dagger is sated when you roll a 20 on an attack roll with it, after you deal 14 slashing damage with it, or after 1 hour elapses. If the hour elapses and you haven't sated its thirst for blood, the dagger deals 14 slashing damage to you. If the dagger deals damage to you as a result of the curse, you can't heal the damage for 24 hours. The remove curse spell removes your attunement to the item and frees you from the curse. Alternatively, casting the banishment spell on the dagger forces the bearded devil's essence to leave it. The scalpel then becomes a +1 dagger with no other properties.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19327,7 +18361,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this weapon. In addition, while carrying the sword, you have resistance to necrotic damage. Each time you reduce a creature to 0 hit points with this weapon, you can regain 2d8+2 hit points. Each time you regain hit points this way, you must succeed a DC 12 Wisdom saving throw or be incapacitated by terrible visions until the end of your next turn. If you reach your maximum hit points using this effect, you automatically fail the saving throw. As long as you remain cursed, you are unwilling to part with the sword, keeping it within reach at all times. If you have not damaged a creature with this sword within the past 24 hours, you have disadvantage on attack rolls with weapons other than this one as its hunger for blood drives you to slake its thirst.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19347,7 +18380,6 @@ "desc": "The ancient elves constructed these nautical instruments to use as navigational aids on all their seagoing vessels. The knowledge of their manufacture has been lost, and few of them remain. While attuned to the nocturnal, you can spend 1 minute using the nocturnal to determine the precise local time, provided you can see the sun or stars. You can use an action to protect up to four vessels that are within 1 mile of the nocturnal from unwanted effects of the local weather for 1 hour. For example, vessels protected by the nocturnal can't be damaged by storms or blown onto jagged rocks by adverse wind. To do so, you must have spent at least 1 hour aboard each of the controlled vessels, performing basic sailing tasks and familiarizing yourself with the vessel.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19367,7 +18399,6 @@ "desc": "These boots are often decorated with eyes, flames, or other bold patterns such as lightning bolts or wheels. When you step onto water, air, or stone, you can use a reaction to speak the boots' command word. For 1 hour, you gain the effects of the meld into stone, water walk, or wind walk spell, depending on the type of surface where you stepped. The boots can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19387,7 +18418,6 @@ "desc": "These durable leather gloves allow you to choke a creature you are grappling, preventing them from speaking. While you are grappling a creature, you can use a bonus action to throttle it. The creature takes damage equal to your proficiency bonus and can't speak coherently or cast spells with verbal components until the end of its next turn. You can choose to not damage the creature when you throttle it. A creature can still breathe, albeit uncomfortably, while throttled.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19407,7 +18437,6 @@ "desc": "You can use an action to speak the kazoo's command word and then hum into it, which emits a thunderous blast, audible out to 1 mile, at one Large or smaller creature you can see within 30 feet of you. The target must make a DC 13 Constitution saving throw. On a failure, a creature is pushed away from you and is deafened and frightened of you until the start of your next turn. A Small creature is pushed up to 30 feet, a Medium creature is pushed up to 20 feet, and a Large creature is pushed up to 10 feet. On a success, a creature is pushed half the distance and isn't deafened or frightened. The kazoo can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19427,7 +18456,6 @@ "desc": "While holding this silver pocketwatch, you can use an action to magically stop a single clockwork device or construct within 10 feet of you. If the target is an object, it freezes in place, even mid-air, for up to 1 minute or until moved. If the target is a construct, it must succeed on a DC 15 Wisdom saving throw or be paralyzed until the end of its next turn. The pocketwatch can't be used this way again until the next dawn. The pocketwatch must be wound at least once every 24 hours, just like a normal pocketwatch, or its magic ceases to function. If left unwound for 24 hours, the watch loses its magic, but the power returns 24 hours after the next time it is wound.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19447,7 +18475,6 @@ "desc": "This tarnished silver pocket watch seems to be temporally displaced and allows for limited manipulation of time. The timepiece has 3 charges, and it regains 1d3 expended charges daily at midnight. While holding the timepiece, you can use your reaction to expend 1 charge after you or a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw to force the creature to reroll. You make this decision after you see whether the roll succeeds or fails. The target must use the result of the second roll. Alternatively, you can expend 2 charges as a reaction at the start of another creature's turn to swap places in the Initiative order with that creature. An unwilling creature that succeeds on a DC 15 Charisma saving throw is unaffected.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19467,7 +18494,6 @@ "desc": "This potion is steeped using a blossom that grows only in the moonlight. When you drink this potion, your shadow corruption (see Midgard Worldbook) is reduced by three levels. If you aren't using the Midgard setting, you gain the effect of the greater restoration spell instead.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19487,7 +18513,6 @@ "desc": "To the uninitiated, this short ebony baton resembles a heavy-duty truncheon with a cord-wrapped handle and silver-capped tip. The weapon has 5 charges, and it regains 1d4 + 1 expended charges daily at dawn. When you hit a creature with a melee attack with this magic weapon, you can expend 1 charge to force the target to make a DC 15 Constitution saving throw. If the creature took 20 damage or more from this attack, it has disadvantage on the saving throw. On a failure, the target is paralyzed for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19507,7 +18532,6 @@ "desc": "This book contains mnemonics and other tips to better perform a specific mental task, and its words are charged with magic. If you spend 24 hours over a period of 3 days or fewer studying the tome and practicing its instructions, you gain proficiency in the Intelligence, Wisdom, or Charisma-based skill (such as History, Insight, or Intimidation) associated with the book. The tome then loses its magic, but regains it in ten years.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19527,7 +18551,6 @@ "desc": "This potion smells and tastes of lavender and chamomile. When you drink it, it removes any short-term madness afflicting you, and it suppresses any long-term madness afflicting you for 8 hours.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19547,7 +18570,6 @@ "desc": "This deeply bitter, black, oily liquid deadens your sense of taste. When you drink this tonic, you can eat all manner of food without reaction, even if the food isn't to your liking, for 1 hour. During this time, you automatically fail Wisdom (Perception) checks that rely on taste. This tonic doesn't protect you from the effects of consuming poisoned or spoiled food, but it can prevent you from detecting such impurities when you taste the food.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19567,7 +18589,6 @@ "desc": "This common-looking leather pouch holds a nasty surprise for pickpockets. If a creature other than you reaches into the purse, small, sharp teeth emerge from the mouth of the bag. The bag makes a melee attack roll against that creature with a +3 bonus ( 1d20+3). On a hit, the target takes 2d4 piercing damage. If the bag rolls a 20 on the attack roll, the would-be pickpocket has disadvantage on any Dexterity checks made with that hand until the damage is healed. If the purse is lifted entirely from you, the purse continues to bite at the thief each round until it is dropped or until it is placed where it can't reach its target. It bites at any creature, other than you, who attempts to pick it up, unless that creature genuinely desires to return the purse and its contents to you. The purse attacks only if it is attuned to a creature. A purse that isn't attuned to a creature lies dormant and doesn't attack.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19587,7 +18608,6 @@ "desc": "This silver torc is set with a large opal on one end, and it thins to a point on the other. While wearing the torc, you have resistance to cold damage, and you can use an action to speak the command word, causing the torc to shed bluish-white bright light in a 20-foot radius and dim light for an additional 20 feet. The light lasts until you use a bonus action to speak the command word again. The torc has 4 charges. You can use an action to expend 1 charge and fire a tiny comet from the torc at a target you can see within 120 feet of you. The torc makes a ranged attack roll with a +7 bonus ( 1d20+7). On a hit, the target takes 2d6 bludgeoning damage and 2d6 cold damage. At night, the cold damage dealt by the comets increases to 6d6. The torc regain 1d4 expended charges daily at dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19607,7 +18627,6 @@ "desc": "When you hit a Large or smaller creature with an attack using this colorful magic dart, the target is splattered with magical paint, which outlines the target in a dim glow (your choice of color) for 1 minute. Any attack roll against a creature outlined in the glow has advantage if the attacker can see the creature, and the creature can't benefit from being invisible. The creature outlined in the glow can end the effect early by using an action to wipe off the splatter of paint.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19627,7 +18646,6 @@ "desc": "This combination sap bucket and tap is used to extract sap from certain trees. After 1 hour, the bucketful of sap magically changes into a potion. The potion remains viable for 24 hours, and its type depends on the tree as follows: oak (potion of resistance), rowan (potion of healing), willow (potion of animal friendship), and holly (potion of climbing). The treebleed bucket can magically change sap 20 times, then the bucket and tap become nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19647,7 +18665,6 @@ "desc": "This bronze trident has a shaft of inlaid blue pearl. You gain a +2 bonus to attack and damage rolls with this magic weapon. Whirlpool. While wielding the trident underwater, you can use an action to speak its command word and cause the water around you to whip into a whirlpool for 1 minute. For the duration, each creature that enters or starts its turn in a space within 10 feet of you must succeed on a DC 15 Strength saving throw or be restrained by the whirlpool. The whirlpool moves with you, and creatures restrained by it move with it. A creature within 5 feet of the whirlpool can pull a creature out of it by taking an action to make a DC 15 Strength check and succeeding. A restrained creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the whirlpool. Once used, this property can’t be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19667,7 +18684,6 @@ "desc": "The barbs of this trident are forged from mother-of-pearl and its shaft is fashioned from driftwood. You gain a +2 bonus on attack and damage rolls made with this magic weapon. While holding the trident, you can breathe underwater. The trident has 3 charges for the following other properties. It regains 1d3 expended charges daily at dawn. Call Sealife. While holding the trident, you can use an action to expend 3 of its charges to cast the conjure animals spell from it. The creatures you summon must be beasts that can breathe water. Yearn for the Tide. When you hit a creature with a melee attack using the trident, you can use a bonus action to expend 1 charge to force the target to make a DC 17 Wisdom saving throw. On a failure, the target must spend its next turn leaping into the nearest body of water and swimming toward the bottom. A creature that can breathe underwater automatically succeeds on the saving throw. If no water is in the target’s line of sight, the target automatically succeeds on the saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19687,7 +18703,6 @@ "desc": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19707,7 +18722,6 @@ "desc": "While wearing troll skin armor, you gain a +1 bonus to AC, and you stabilize whenever you are dying at the start of your turn. In addition, you can use an action to regenerate for 1 minute. While regenerating, you regain 2 hit points at the start of each of your turns. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19727,7 +18741,6 @@ "desc": "This thick, pink liquid sloshes and moves even when the bottle is still. When you drink this potion, you regenerate lost hit points for 1 hour. At the start of your turn, you regain 5 hit points. If you take acid or fire damage, the potion doesn't function at the start of your next turn. If you lose a limb, you can reattach it by holding it in place for 1 minute. For the duration, you can die from damage only by being reduced to 0 hit points and not regenerating on your turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19747,7 +18760,6 @@ "desc": "This wicked whip has 3 charges and regains all expended charges daily at dawn. When you hit with an attack using this magic whip, you can use a bonus action to expend 1 of its charges to cast the command spell (save DC 13) from it on the creature you hit. If the attack is a critical hit, the target has disadvantage on the saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19767,7 +18779,6 @@ "desc": "These magical beans have a modest ochre or umber hue, and they are about the size and weight of walnuts. Typically, 1d4 + 4 umber beans are found together. You can use an action to throw one or more beans up to 10 feet. When the bean lands, it grows into a creature you determine by rolling a d10 and consulting the following table. ( Umber Beans#^creature) The creature vanishes at the next dawn or when it takes bludgeoning, piercing, or slashing damage. The bean is destroyed when the creature vanishes. The creature is illusory, and you are aware of this. You can use a bonus action to command how the illusory creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. The creature's attacks deal psychic damage, though the target perceives the damage as the type appropriate to the illusion, such as slashing for a vrock's talons. A creature with truesight or that uses its action to examine the illusion can determine that it is an illusion with a successful DC 13 Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature sees the illusion as faint and the illusion can't attack that creature. | dice: 1d10 | Creature |\n| ---------- | ---------------------------- |\n| 1 | Dretch |\n| 2-3 | 2 Shadows |\n| 4-6 | Chuul |\n| 7-8 | Vrock |\n| 9 | Hezrou or Psoglav |\n| 10 | Remorhaz or Voidling |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19787,7 +18798,6 @@ "desc": "This blackened steel ring is cold to the touch. While wearing this ring, you have darkvision out to a range of 30 feet, and you have advantage on Dexterity (Stealth) checks while in an area of dim light or darkness.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19807,7 +18817,6 @@ "desc": "This simple axe looks no different from a standard forester's tool. A single-edged head is set into a slot in the haft and bound with strong cord. The axe was found by a timber-hauling crew who disappeared into the shadows of a cave deep in an old forest. Retrieved in the dark of the cave, the axe was found to possess disturbing magical properties. You gain a +1 bonus to attack and damage rolls made with this weapon, which deals necrotic damage instead of slashing damage. When you hit a plant creature with an attack using this weapon, the target must make a DC 15 Constitution saving throw. On a failure, the creature takes 4d6 necrotic damage and its speed is halved until the end of its next turn. On a success, the creature takes half the damage and its speed isn't reduced.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19827,7 +18836,6 @@ "desc": "This item looks like a typical hooded brass lantern, but shadowy forms crawl across its surface and it radiates darkness instead of light. The lantern can burn for up to 3 hours each day. While the lantern burns, it emits darkness as if the darkness spell were cast on it but with a 30-foot radius.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19847,7 +18855,6 @@ "desc": "Made of twisted darkwood and covered in complex runes and sigils, this powerful staff seems to emanate darkness. You have resistance to radiant damage while you hold this staff. The staff has 20 charges for the following properties. It regains 2d8 + 4 expended charges daily at midnight. If you expend the last charge, roll a d20. On a 1, the staff retains its ability to cast the claws of darkness*, douse light*, and shadow blindness* spells but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Spells. While holding the staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: become nightwing* (6 charges), black hand* (4 charges), black ribbons* (1 charge), black well* (6 charges), cloak of shadow* (1 charge), darkvision (2 charges), darkness (2 charges), dark dementing* (5 charges), dark path* (2 charges), darkbolt* (2 charges), encroaching shadows* (6 charges), night terrors* (4 charges), shadow armor* (1 charge), shadow hands* (1 charge), shadow puppets* (2 charges), or slither* (2 charges). You can also use an action to cast the claws of darkness*, douse light*, or shadow blindness* spell from the staff without using any charges. Spells marked with an asterisk (*) can be found in Deep Magic for 5th Edition. At the GM’s discretion, spells from Deep Magic for 5th Edition can be replaced with other spells of similar levels and similarly related to darkness, shadows, or terror. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion of darkness (as the darkness spell) that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to the Plane of Shadow, avoiding the explosion. If you fail to avoid the effect, you take necrotic damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin as shown in the following table. On a successful save, a creature takes half as much damage. | Distance from Origin | Damage |\n| --------------------- | -------------------------------------- |\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19867,7 +18874,6 @@ "desc": "This bright green plate armor is embossed with images of various marine creatures, such as octopuses and rays. While wearing this armor, you have a swimming speed of 40 feet, and you don't have disadvantage on Dexterity (Stealth) checks while underwater.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19887,7 +18893,6 @@ "desc": "This dark, gnarled willow root is worn and smooth. When you hold this rod in both hands by its short, forked branches, you feel it gently tugging you toward the closest source of fresh water. If the closest source of fresh water is located underground, the dowsing rod directs you to a spot above the source then dips its tip down toward the ground. When you use this dowsing rod on the Material Plane, it directs you to bodies of water, such as creeks and ponds. When you use it in areas where fresh water is much more difficult to find, such as a desert or the Plane of Fire, it directs you to bodies of water, but it might also direct you toward homes with fresh water barrels or to creatures with containers of fresh water on them.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19907,7 +18912,6 @@ "desc": "Forged by creatures with firsthand knowledge of what lies between the stars, this dark gray blade sometimes appears to twitch or ripple like water when not directly observed. You gain a +1 bonus to attack and damage rolls with this magic weapon. In addition, when you hit with an attack using this dagger, the target takes an extra 2d6 psychic damage. You can use an action to cause the blade to ripple for 1 minute. While the blade is rippling, each creature that takes psychic damage from the dagger must succeed on a DC 15 Charisma saving throw or become frightened of you for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The dagger can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19927,7 +18931,6 @@ "desc": "This ebony staff is decorated in silver and topped with a jagged piece of obsidian. This staff can be wielded as a magic quarterstaff. While holding the staff, you have advantage on Charisma checks made to influence or interact socially with fey creatures. The staff has 10 charges for the following properties. The staff regains 1d6 + 4 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff dissolves into a shower of powdery snow, which blows away in a sudden, chill wind. Rebuke Fey. When you hit a fey creature with a melee attack using the staff, you can expend 1 charge to deal an extra 2d6 necrotic damage to the target. If the fey has a good alignment, the extra damage increases to 4d6, and the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the start of your next turn. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: charm person (1 charge), conjure woodland beings (4 charges), confusion (4 charges), invisibility (2 charges), or teleport (7 charges). You can also use an action to cast the vicious mockery cantrip from the staff without using any charges.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19947,7 +18950,6 @@ "desc": "This black-bladed scimitar has a guard that resembles outstretched raven wings, and a polished amethyst sits in its pommel. You have a +2 bonus to attack and damage rolls made with this magic weapon. While attuned to the scimitar, you have advantage on initiative rolls. While you hold the scimitar, it sheds dim purple light in a 10-foot radius.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19967,7 +18969,6 @@ "desc": "This stiff, vaguely uncomfortable coat covers your torso. It smells like ash and oozes a sap-like substance. While wearing this coat, you have resistance to slashing damage from nonmagical attacks. At the end of each long rest, choose one of the following damage types: acid, cold, fire, lightning, or thunder. When you take damage of that type, you have advantage on attack rolls until the end of your next turn. When you take more than 10 damage of that type, you have advantage on your attack rolls for 2 rounds. When you are targeted by an effect that deals damage of the type you chose, you can use your reaction to gain resistance to that damage until the start of your next turn. You have advantage on your attack rolls, as detailed above, then the coat's magic ceases to function until you finish a long rest.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -19987,7 +18988,6 @@ "desc": "These prosthetic fangs can be positioned over your existing teeth or in place of missing teeth. While wearing these fangs, your bite is a natural melee weapon, which you can use to make unarmed strikes. When you hit with it, your bite deals piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You gain a +1 bonus to attack and damage rolls made with this magic bite. While you wear the fangs, a successful DC 9 Dexterity (Sleight of Hand) checks conceals them from view. At the GM's discretion, you have disadvantage on Charisma (Deception) or Charisma (Persuasion) checks against creatures that notice the fangs.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20007,7 +19007,6 @@ "desc": "Multi-colored streaks of light occasionally flash through the clear liquid in this container, like bottled lightning. As an action, you can pour the contents of the vial onto the ground. All normal plants in a 100-foot radius centered on the point where you poured the vial become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. Alternatively, you can apply the contents of the vial to a plant creature within 5 feet of you. For 1 hour, the target gains 2d10 temporary hit points, and it gains the “enlarge” effect of the enlarge/reduce spell (no concentration required).", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20027,7 +19026,6 @@ "desc": "This stoppered jar holds small animated knives and scissors. The jar weighs 1 pound, and its command word is often written on the jar's label. You can use an action to remove the stopper, which releases the spinning blades into a space you can see within 30 feet of you. The knives and scissors fill a cube 10 feet on each side and whirl in place, flaying creatures and objects that enter the cube. When a creature enters the cube for the first time on a turn or starts its turn there, it takes 2d12 piercing damage. You can use a bonus action to speak the command word, returning the blades to the jar. Otherwise, the knives and scissors remain in that space indefinitely.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20047,7 +19045,6 @@ "desc": "This massive, holy tome is bound in brass with a handle on the back cover. A steel chain dangles from the sturdy metal cover, allowing you to hang the tome from your belt or hook it to your armor. A locked clasp holds the tome closed, securing its contents. You gain a +1 bonus to AC while you wield this tome as a shield. This bonus is in addition to the shield's normal bonus to AC. Alternatively, you can make melee weapon attacks with the tome as if it was a club. If you make an attack using use the tome as a weapon, you lose the shield's bonus to your AC until the start of your next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20067,7 +19064,6 @@ "desc": "This small jug weighs 5 pounds and has a ceramic snake coiled around it. You can use an action to speak a command word to cause the vessel to produce poison, which pours from the snake's mouth. A poison created by the vessel must be used within 1 hour or it becomes inert. The word “blade” causes the snake to produce 1 dose of serpent venom, enough to coat a single weapon. The word “consume” causes the snake to produce 1 dose of assassin's blood, an ingested poison. The word “spit” causes the snake to spray a stream of poison at a creature you can see within 30 feet. The target must make a DC 15 Constitution saving throw. On a failure, the target takes 2d8 poison damage and is poisoned until the end of its next turn. On a success, the target takes half the damage and isn't poisoned. Once used, the vessel can't be used to create poison again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20087,7 +19083,6 @@ "desc": "This padded black armor is fashioned in the furtive style of shinobi shōzoku garb. You have advantage on Dexterity (Stealth) checks while you wear this armor. Darkness. While wearing this armor, you can use an action to cast the darkness spell from it with a range of 30 feet. Once used, this property can’t be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20107,7 +19102,6 @@ "desc": "This crystal vial is filled with water from a spring high in the mountains and has been blessed by priests of a deity of healing and light. You can use an action to cause the vial to emit bright light in a 30-foot radius and dim light for an additional 30 feet for 1 minute. This light is pure sunlight, causing harm or discomfort to vampires and other undead creatures that are sensitive to it. The vial can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20127,7 +19121,6 @@ "desc": "The strings of this bowed instrument never break. You must be proficient in stringed instruments to use this vielle. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d8 psychic damage. If you play the vielle as the somatic component for a spell that causes a target to become charmed on a failed saving throw, the target has disadvantage on the saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20147,7 +19140,6 @@ "desc": "An impish face sits carved into the side of this bronze mug, its eyes a pair of clear, blue crystals. The imp's eyes turn red when poison or poisonous material is placed or poured inside the mug.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20167,7 +19159,6 @@ "desc": "This perpetually blood-stained straight razor deals slashing damage instead of piercing damage. You gain a +1 bonus to attack and damage rolls made with this magic weapon. Inhuman Alacrity. While holding the dagger, you can take two bonus actions on your turn, instead of one. Each bonus action must be different; you can’t use the same bonus action twice in a single turn. Once used, this property can’t be used again until the next dusk. Unclean Cut. When you hit a creature with a melee attack using the dagger, you can use a bonus action to deal an extra 2d4 necrotic damage. If you do so, the target and each of its allies that can see this attack must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Once used, this property can’t be used again until the next dusk. ", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20187,7 +19178,6 @@ "desc": "This simple wood and metal buckler belonged to an adventurer slain by a void dragon wyrmling (see Tome of Beasts). It sat for decades next to a small tear in the fabric of reality, which led to the outer planes. It has since become tainted by the Void. While wielding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. Invoke the Void. While wielding this shield, you can use an action to invoke the shield’s latent Void energy for 1 minute, causing a dark, swirling aura to envelop the shield. For the duration, when a creature misses you with a weapon attack, it must succeed on a DC 17 Wisdom saving throw or be frightened of you until the end of its next turn. In addition, when a creature hits you with a weapon attack, it has advantage on weapon attack rolls against you until the end of its next turn. You can’t use this property of the shield again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20207,7 +19197,6 @@ "desc": "This pitch-black cloak absorbs light and whispers as it moves. It feels like thin leather with a knobby, scaly texture, though none of that detail is visible to the eye. While you wear this cloak, you have resistance to necrotic damage. While the hood is up, your face is pooled in shadow, and you can use a bonus action to fix your dark gaze upon a creature you can see within 60 feet. If the creature can see you, it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature succeeds on its saving throw, it can't be affected by the cloak again for 24 hours. Pulling the hood up or down requires an action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20227,7 +19216,6 @@ "desc": "This band of tarnished silver bears no ornament or inscription, but it is icy cold to the touch. The patches of dark corrosion on the ring constantly, but subtly, move and change; though, this never occurs while anyone observes the ring. While wearing Voidwalker, you gain the benefits of a ring of free action and a ring of resistance (cold). It has the following additional properties. The ring is clever and knows that most mortals want nothing to do with the Void directly. It also knows that most of the creatures with strength enough to claim it will end up in dire straits sooner or later. It doesn't overplay its hand trying to push a master to take a plunge into the depths of the Void, but instead makes itself as indispensable as possible. It provides counsel and protection, all the while subtly pushing its master to take greater and greater risks. Once it's maneuvered its wearer into a position of desperation, generally on the brink of death, Voidwalker offers a way out. If the master accepts, it opens a gate into the Void, most likely sealing the creature's doom.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20247,7 +19235,6 @@ "desc": "The following are additional feather token options. Cloud (Uncommon). This white feather is shaped like a cloud. You can use an action to step on the token, which expands into a 10-foot-diameter cloud that immediately begins to rise slowly to a height of up to 20 feet. Any creatures standing on the cloud rise with it. The cloud disappears after 10 minutes, and anything that was on the cloud falls slowly to the ground. \nDark of the Moon (Rare). This black feather is shaped like a crescent moon. As an action, you can brush the feather over a willing creature’s eyes to grant it the ability to see in the dark. For 1 hour, that creature has darkvision out to a range of 60 feet, including in magical darkness. Afterwards, the feather disappears. \n Held Heart (Very Rare). This red feather is shaped like a heart. While carrying this token, you have advantage on initiative rolls. As an action, you can press the feather against a willing, injured creature. The target regains all its missing hit points and the feather disappears. \nJackdaw’s Dart (Common). This black feather is shaped like a dart. While holding it, you can use an action to throw it at a creature you can see within 30 feet of you. As it flies, the feather transforms into a blot of black ink. The target must succeed on a DC 11 Dexterity saving throw or the feather leaves a black mark of misfortune on it. The target has disadvantage on its next ability check, attack roll, or saving throw then the mark disappears. A remove curse spell ends the mark early.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20267,7 +19254,6 @@ "desc": "Tiny musical notes have been etched into the sides of this otherwise plain, wooden wand. It has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates with a small bang. Dance. While holding the wand, you can use an action to expend 3 charges to cast the irresistible dance spell (save DC 17) from it. If the target is in the area of the Song property of this wand, it has disadvantage on the saving throw. Song. While holding the wand, you can use an action to expend 1 charge to cause the area within a 30-foot radius of you to fill with music for 1 minute. The type of music played is up to you, but it is performed flawlessly. Each creature in the area that can hear the music has advantage on saving throws against being deafened and against spells and effects that deal thunder damage.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20287,7 +19273,6 @@ "desc": "While holding this thin, metal wand, you can use action to cause the tip to glow. When you wave the glowing wand in the air, it leaves a trail of light behind it, allowing you to write or draw on the air. Whatever letters or images you make hang in the air for 1 minute before fading away.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20307,7 +19292,6 @@ "desc": "This wand is made from the bristles of a giant boar bound together with magical, silver thread. It weighs 1 pound and is 8 inches long. The wand has a strong boar musk scent to it, which is difficult to mask and is noticed by any creature within 10 feet of you that possesses the Keen Smell trait. The wand is comprised of 10 individual bristles, and as long as the wand has 1 bristle, it regrows 2 bristles daily at dawn. While holding the wand, you can use your action to remove bristles to cause one of the following effects. Ghostly Charge (3 bristles). You toss the bristles toward one creature you can see. A phantom giant boar charges 30 feet toward the creature. If the phantom’s path connects with the creature, the target must succeed on a DC 15 Dexterity saving throw or take 2d8 force damage and be knocked prone. Truffle (2 bristles). You plant the bristles in the ground to conjure up a magical truffle. Consuming the mushroom restores 2d8 hit points.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20327,7 +19311,6 @@ "desc": "This simple wooden wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. While holding it, you can use an action to expend 1 charge and point it at a body of water or other liquid. You learn the liquid's deepest point or its average depth (your choice). In addition, you can use an action to expend 1 charge while you are submerged in a liquid to determine how far you are beneath the liquid's surface.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20347,7 +19330,6 @@ "desc": "This crooked, twisting wand is crafted of polished ebony with a small, silver arrow affixed to its tip. The wand has 3 charges. While holding it, you can expend 1 charge as an action to make the wand remember your path for up to 1,760 feet of movement. You can increase the length of the path the wand remembers by 1,760 feet for each additional charge you expend. When you expend a charge to make the wand remember your current path, the wand forgets the oldest path of up to 1,760 feet that it remembers. If you wish to retrace your steps, you can use a bonus action to activate the wand’s arrow. The arrow guides you, pointing and mentally tugging you in the direction you should go. The wand’s magic allows you to backtrack with complete accuracy despite being lost, unable to see, or similar hindrances against finding your way. The wand can’t counter or dispel magic effects that cause you to become lost or misguided, but it can guide you back in spite of some magic hindrances, such as guiding you through the area of a darkness spell or guiding you if you had activated the wand then forgotten the way due to the effects of the modify memory spell on you. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a roll of 1, the wand straightens and the arrow falls off, rendering it nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20367,7 +19349,6 @@ "desc": "This wand appears to be carved from the bones of a large fish, which have been cemented together. The wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding this wand, you can use an action to expend 1 charge to cause a thin stream of seawater to spray toward a creature you can see within 60 feet of you. If the target can breathe only air, it must succeed on a DC 15 Constitution saving throw or its lungs fill with rancid seawater and it begins drowning. A drowning creature chokes for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its turn after its choking ends, the creature drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again. A successful DC 15 Wisdom (Medicine) check removes the seawater from the drowning creature's lungs, ending the effect.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20387,7 +19368,6 @@ "desc": "This charred and blackened wooden wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to extinguish a nonmagical flame within 10 feet of you that is no larger than a small campfire. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a wand of ignition.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20407,7 +19387,6 @@ "desc": "Fashioned out of oak, this wand appears heavily stained by an unknown liquid. The wand has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand explodes in a puff of black smoke and is destroyed. While holding the wand, you can use an action and expend 1 or more of its charges to transform nonmagical liquid, such as blood, apple juice, or water, into an alcoholic beverage. For each charge you expend, you transform up to 1 gallon of nonmagical liquid into an equal amount of beer, wine, or other spirit. The alcohol transforms back into its original form if it hasn't been consumed within 24 hours of being transformed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20427,7 +19406,6 @@ "desc": "This wand is fashioned from a branch of pine, stripped of bark and beaded with hardened resin. The wand has 3 charges. If you use the wand as an arcane focus while casting a spell that deals fire damage, you can expend 1 charge as part of casting the spell to increase the spell's damage by 1d4. In addition, while holding the wand, you can use an action to expend 1 of its charges to cause one of the following effects: - Change the color of any flames within 30 feet.\n- Cause a single flame to burn lower, halving the range of light it sheds but burning twice as long.\n- Cause a single flame to burn brighter, doubling the range of the light it sheds but halving its duration. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand bursts into flames and burns to ash in seconds.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20447,7 +19425,6 @@ "desc": "This wand is tipped with a feather. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to giggle for 1 minute. Giggling doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Tears.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20467,7 +19444,6 @@ "desc": "This slim, metal wand is topped with a cage shaped like a three-sided pyramid. An eye of glass sits within the pyramid. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the guidance spell from it. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Resistance.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20487,7 +19463,6 @@ "desc": "The tips of this twisted wooden wand are exceptionally withered. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand disintegrates into useless white powder. Affliction. While holding the wand, you can use an action to expend 1 charge to cause a creature you can see within 60 feet of you to become afflicted with unsightly, weeping sores. The target must succeed on a DC 15 Constitution saving throw or have disadvantage on all Dexterity and Charisma checks for 1 minute. An afflicted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Pain. While holding the wand, you can use an action to expend 3 charges to cause a creature you can see within 60 feet of you to become wracked with terrible pain. The target must succeed on a DC 15 Constitution saving throw or take 4d6 necrotic damage, and its movement speed is halved for 1 minute. A pained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself a success. If the target is also suffering from the Affliction property of this wand, it has disadvantage on the saving throw.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20507,7 +19482,6 @@ "desc": "The cracks in this charred and blackened wooden wand glow like live coals, but the wand is merely warm to the touch. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to set fire to one flammable object or collection of material (a stack of paper, a pile of kindling, or similar) within 10 feet of you that is Small or smaller. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Extinguishing.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20527,7 +19501,6 @@ "desc": "This wand of petrified wood has 7 charges. While holding it, you can use an action to expend up to 3 of its charges to harm a plant or plant creature you can see within 30 feet of you. The target must make a DC 15 Constitution saving throw, taking 2d8 necrotic damage for each charge you expended on a failed save, or half as much damage on a successful one. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand shatters and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20547,7 +19520,6 @@ "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and touch a creature with the wand. If the creature is blinded, charmed, deafened, frightened, paralyzed, poisoned, or stunned, the condition is removed from the creature and transferred to you. You suffer the condition for the remainder of its duration or until it is removed. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand crumbles to dust and is destroyed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20567,7 +19539,6 @@ "desc": "This slim, wooden wand is topped with a small, spherical cage, which holds a pyramid-shaped piece of hematite. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the resistance spell. The wand regains all expended charges at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Guidance .", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20587,7 +19558,6 @@ "desc": "Crystal beads decorate this wand, and a silver hand, index finger extended, caps it. The wand has 3 charges and regains all expended charges daily at dawn. While holding it, you can use an action to expend 1 of the wand's charges to reveal one creature or object within 120 feet of you that is either invisible or ethereal. This works like the see invisibility spell, except it allows you to see only that one creature or object. That creature or object remains visible as long as it remains within 120 feet of you. If more than one invisible or ethereal creature or object is in range when you use the wand, it reveals the nearest creature or object, revealing invisible creatures or objects before ethereal ones.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20607,7 +19577,6 @@ "desc": "The top half of this wooden wand is covered in thorns. The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and point the wand at a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to cry for 1 minute. Crying doesn't prevent a target from taking actions or moving. The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand transforms into a Wand of Giggles .", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20627,7 +19596,6 @@ "desc": "This smoothly polished wooden wand is perfectly balanced in the hand. Its grip is wrapped with supple leather strips, and its length is decorated with intricate arcane symbols. When you use it while playing a drum, you have advantage on Charisma (Performance) checks. The wand has 5 charges for the following properties. It regains 1d4 + 1 charges daily at dawn. Erratic. While holding the wand, you can use an action to expend 2 charges to force one creature you can see to re-roll its initiative at the end of each of its turns for 1 minute. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected. Synchronize. While holding the wand, you can use an action to expend 1 charge to choose one creature you can see who has not taken its turn this round. That creature takes its next turn immediately after yours regardless of its turn in the Initiative order. An unwilling creature that succeeds on a DC 15 Wisdom saving throw is unaffected.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20647,7 +19615,6 @@ "desc": "This wand is adorned with gold and silver inlay and topped with a faceted crystal. The wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For 1 minute, you know the direction and approximate distance of the nearest mass or collection of precious metals or minerals within 60 feet. You can concentrate on a specific metal or mineral, such as silver, gold, or diamonds. If the specific metal or mineral is within 60 feet, you are able to discern all locations in which it is found and the approximate amount in each location. The wand's magic can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand turns to lead and becomes nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20667,7 +19634,6 @@ "desc": "Green gas swirls inside this slender, glass wand. The wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand shatters into hundreds of crystalline fragments, and the gas within it dissipates. Fog Cloud. While holding the wand, you can use an action to expend 1 or more of its charges to cast the fog cloud spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Gaseous Escape. When you are attacked while holding this wand, you can use your reaction to expend 3 of its charges to transform yourself and everything you are wearing and carrying into a cloud of green mist until the start of your next turn. While you are a cloud of green mist, you have resistance to nonmagical damage, and you can’t be grappled or restrained. While in this form, you also can’t talk or manipulate objects, any objects you were wearing or holding can’t be dropped, used, or otherwise interacted with, and you can’t attack or cast spells.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20687,7 +19653,6 @@ "desc": "This clear, crystal wand has 3 charges. You can use an action to expend 1 charge and touch the wand to any nonmagical object. The wand causes a portion of the object, up to 1-foot square and 6 inches deep, to become transparent for 1 minute. The effect ends if you stop holding the wand. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a 1d20. On a 1, the wand slowly becomes cloudy until it is completely opaque and becomes nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20707,7 +19672,6 @@ "desc": "Seventeen animal teeth of various sizes hang together on a simple leather thong, and each tooth is dyed a different color using pigments from plants native to old-growth forests. When a beast or monstrosity with an Intelligence of 4 or lower targets you with an attack, it has disadvantage on the attack roll if the attack is a bite. You must be wearing the necklace to gain this benefit.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20727,7 +19691,6 @@ "desc": "This carved piece of semiprecious stone typically takes the form of an angelic figure or a shield carved with a protective rune, and it is commonly worn attached to clothing or around the neck on a chain or cord. While wearing the stone, you have brief premonitions of danger and gain a +2 bonus to initiative if you aren't incapacitated.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20747,7 +19710,6 @@ "desc": "When you attune to this mundane-looking suit of leather armor, symbols related to your patron burn themselves into the leather, and the armor's colors change to those most closely associated with your patron. While wearing this armor, you can use an action and expend a spell slot to increase your AC by an amount equal to your Charisma modifier for the next 8 hours. The armor can't be used this way again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20767,7 +19729,6 @@ "desc": "Crafted to serve in place of the dead in the afterlife, shabti are often used by the living for their own ends. These 1-foot-tall statuettes are crafted of ceramic, stone, or terracotta and are garbed in gear indicative of their function. If you use an action to speak the command word and throw the shabti to a point on the ground within 30 feet of you, it grows into a Medium construct that performs the tasks for which it was created. If the space where the shabti would grow is occupied by other creatures or objects, or if there isn’t enough space for the shabti, the shabti doesn’t grow. Unless stated otherwise in an individual shabti’s description, a servile shabti uses the statistics of animated armor, except the servile shabti’s Armor Class is 13, and it doesn’t have the Multiattack or Slam actions. When the shabti is motionless, it is indistinguishable from a ceramic, stone, or terracotta statue, rather than a suit of armor. The shabti is friendly to you and your companions, and it acts immediately after you. It understands your languages and obeys your spoken commands (no action required by you unless specified in the shabti’s description). If you issue no commands, the shabti takes the Dodge action and no other actions. The shabti exists for a duration specific to each shabti. At the end of the duration, it reverts to its statuette form. It reverts to a statuette early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the shabti becomes a statuette again, its property can't be used again until a certain amount of time has passed, as specified in the shabti’s description. Crafter Shabti (Uncommon). This shabti wears a leather apron and carries the tools of its trade. Each crafting shabti is skilled in a single craft— weaponsmithing, pottery, carpentry, or another trade—and has proficiency with the appropriate artisan’s tools. You can use an action to command the shabti to craft a single, nonmagical item within its skill set, so long as you provide it the raw materials to do so. The shabti works at incredible speeds, needing only 10 minutes per 100 gp value of the item to finish its task. A crafting shabti can never create magic items. Once it completes its task, the shabti reverts to statuette form, and it can’t be used again until a number of hours have passed equal to twice the market value in gold pieces of the item crafted (minimum of 10 hours). Defender Shabti (Uncommon). This shabti carries a shield, increasing its AC by 2. You can use a bonus action to command the shabti to either defend you or harass an enemy you can see within 30 feet of you. If the shabti defends you, each creature within 5 feet of the shabti has disadvantage on melee weapon attack rolls against you. If the shabti harasses a creature, each creature within 5 feet of the shabti has advantage on melee weapon attack rolls against that creature. The shabti remains active for up to 8 hours, after which it reverts to statuette form and can’t be used again until 3 days have passed. Digger Shabti (Uncommon). The shabti carries a shovel and pick. You can command the shabti to excavate earthworks to your specifications. The shabti can manipulate a 10-foot cube of earth or mud in any fashion (digging a hole or trench, raising a rampart, or similar), which takes 1 minute to complete. The shabti can manipulate a 10-foot cube of stone in a similar fashion, but it takes 10 minutes to complete. The shabti can work for up to 1 hour before reverting to statuette form. Once used, the shabti can’t be used again until 2 days have passed. Farmer Shabti (Rare). This shabti carries farming implements. If you activate it in an area with sufficient soil and a climate suitable for growing crops, the shabti begins tilling the earth and planting seeds it carries, which are magically replenished during its time in statuette form. The shabti tends its field, magically bringing the crops to full growth and harvesting them in a period of 8 hours. The yield from the harvest is enough to feed up to twelve creatures for 7 days, and the crops remain edible for 30 days before perishing. Alternately, the shabti can spend 10 minutes planting magical crops. The magical crops take 30 minutes to grow and harvest and 30 minutes to consume. Up to twelve creatures can consume the magical crops, gaining benefits as if partaking in a heroes' feast. The benefits don’t set in until 30 minutes after the crops were harvested, and any uneaten crops disappear at that time. Once the shabti is used to perform either function, the shabti returns to statuette form, and it can’t be used again until 30 days have passed. Healer Shabti (Very Rare). This shabti is dressed in scholarly robes and carries a bag of medical supplies. It is proficient with a healer’s kit, has Medicine +7, and tends to the wounds of you and your companions. If directed to administer care when you take a short rest, the shabti can tend the wounds of up to six creatures over the course of the hour. Each creature that spends Hit Dice to regain hit points during that short rest increases the amount gained per Hit Die by 2, up to the maximum number that can be rolled. The shabti follows you and tends to the wounds of you and your companions, as directed, for up to 8 hours before reverting to statuette form. While the shabti is active, you can use a bonus action to command it to cast cure wounds (4th-level version), lesser restoration, or protection from poison on one creature you can see within 30 feet of you on its next turn. The shabti can cast each spell only once. When it has cast all three spells, the shabti reverts to statuette form, even if its normal duration hasn’t ended. Once the shabti has been used, it can’t be used again until 5 days have passed. Warrior Shabti (Rare). This shabti wields a spear and carries a shield, increasing its AC by 2. This shabti has the animated armor’s Multiattack and Slam actions, except the shabti’s Slam attack deals piercing damage instead of the bludgeoning damage normal for the animated armor’s Slam attack. This shabti can understand and carry out fairly complex commands, such as standing watch while you and your companions rest or guarding a room and letting only specific creatures in or out. The shabti follows you and acts as directed for up to 8 hours or until it is reduced to 0 hit points, at which point it returns to statuette form. Once the shabti has been used, it can’t be used again until 5 days have passed.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20787,7 +19748,6 @@ "desc": "The rows of chain links of this armor seem to ebb and flow like waves while worn. Attacks against you have disadvantage while at least half of your body is submerged in water. In addition, when you are attacked, you can turn all or part of your body into water as a reaction, gaining immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons, until the end of the attacker's turn. Once used, this property of the armor can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20807,7 +19767,6 @@ "desc": "This beeswax candle is stamped with a holy symbol, typically one of a deity associated with light or protection. When lit, it sheds light and heat as a normal candle for up to 1 hour, but it can't be extinguished by wind of any force. It can be blown out or extinguished only by the creature holding it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20827,7 +19786,6 @@ "desc": "Carvings of spiderwebs decorate the arrowhead and shaft of these arrows, which always come in pairs. When you fire the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you fire the first arrow, you must fire the second arrow within 1 minute. The arrows must land within 20 feet of each other, or the magic fails. The webs created by the arrows are difficult terrain and lightly obscure the area. Each creature that starts its turn in the webs or enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature, including the restrained creature, can take its action to break the creature free from the webbing by succeeding on a DC 13 Strength check. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20847,7 +19805,6 @@ "desc": "This staff is carved of ebony and wrapped in a net of silver wire. While holding it, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain. This staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1, spidersilk surrounds the staff in a cocoon then quickly unravels itself and the staff, destroying the staff.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20867,7 +19824,6 @@ "desc": "The skin of a large asp is woven into the leather of this whip. The asp's head sits nestled among the leather tassels at its tip. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this magic weapon, the target takes an extra 1d4 poison damage and must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20887,7 +19843,6 @@ "desc": "This cloak is made of black, brown, and white bat pelts sewn together. While wearing it, you have blindsight out to a range of 60 feet. While wearing this cloak with its hood up, you transform into a creature of pure shadow. While in shadow form, your Armor Class increases by 2, you have advantage on Dexterity (Stealth) checks, and you can move through a space as narrow as 1 inch wide without squeezing. You can cast spells normally while in shadow form, but you can't make ranged or melee attacks with nonmagical weapons. In addition, you can't pick up objects, and you can't give objects you are wearing or carrying to others. This effect lasts up to 1 hour. Deduct time spent in shadow form in increments of 1 minute from the total time. After it has been used for 1 hour, the cloak can't be used in this way again until the next dusk, when its time limit resets. Pulling the hood up or down requires an action.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20907,7 +19862,6 @@ "desc": "A paper envelope contains enough of this fine dust for one use. You can use an action to sprinkle the dust on the ground in up to four contiguous spaces. When a Small or larger creature steps into one of these spaces, it must make a DC 13 Dexterity saving throw. On a failure, loud squeals, squeaks, and pops erupt with each footfall, audible out to 150 feet. The powder's creator dictates the manner of sounds produced. The first creature to enter the affected spaces sets off the alarm, consuming the powder's magic. Otherwise, the effect lasts as long as the powder coats the area.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20927,7 +19881,6 @@ "desc": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20947,7 +19900,6 @@ "desc": "This armor was made from the remains of a White Ape (see Tome of Beasts) that fell in battle. While wearing this armor, you gain a +2 bonus to AC. In addition, the armor has the following properties while you wear it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20967,7 +19919,6 @@ "desc": "When you are attacked or are the target of a spell while holding this magically enhanced flower, you can use a reaction to blow on the flower. It explodes in a flurry of seeds that distracts your attacker, and you add 1 to your AC against the attack or to your saving throw against the spell. Afterwards, the flower wilts and becomes nonmagical.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -20987,7 +19938,6 @@ "desc": "While wearing this bear head-shaped belt buckle, you can use an action to cast polymorph on yourself, transforming into a type of bear determined by the type of belt buckle you are wearing. While you are in the form of a bear, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don’t need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die. The belt buckle can’t be used this way again until the next dawn. Black Honey Buckle (Uncommon). When you use this belt buckle to cast polymorph on yourself, you transform into a black bear. Brown Honey Buckle (Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a brown bear. White Honey Buckle (Very Rare). When you use this belt buckle to cast polymorph on yourself, you transform into a polar bear.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21007,7 +19957,6 @@ "desc": "These lightweight boots are made of soft leather. While you wear these boots, you can walk on air as if it were solid ground. Your speed is halved when ascending or descending on the air. Otherwise, you can walk on air at your walking speed. You can use the Dash action as normal to increase your movement during your turn. If you don't end your movement on solid ground, you fall at the end of your turn unless otherwise supported, such as by gripping a ledge or hanging from a rope.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21027,7 +19976,6 @@ "desc": "The interior of this bottle is pitch black, and it feels empty. When opened, it releases a black vapor. When you inhale this vapor, your eyes go completely black. For 1 minute, you have darkvision out to a range of 60 feet, and you have resistance to necrotic damage. In addition, you gain a +1 bonus to damage rolls made with a weapon.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21047,7 +19995,6 @@ "desc": "This small pottery jug contains an odd assortment of pins, needles, and rosemary, all sitting in a small amount of wine. A bloody fingerprint marks the top of the cork that seals the jug. When placed within a building (as small as a shack or as large as a castle) or buried in the earth on a section of land occupied by humanoids (as small as a campsite or as large as an estate), the bottle's magic protects those within the building or on the land against the magic of fey and fiends. The humanoid that owns the building or land and any ally or invited guests within the building or on the land has advantage on saving throws against the spells and special abilities of fey and fiends. If a protected creature fails its saving throw against a spell with a duration other than instantaneous, that creature can choose to succeed instead. Doing so immediately drains the jug's magic, and it shatters.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21067,7 +20014,6 @@ "desc": "For 1 minute after drinking this potion, your spell attacks deal an extra 1d4 necrotic damage on a hit. This revolting green potion's opaque liquid bubbles and steams as if boiling.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21087,7 +20033,6 @@ "desc": "From a distance, this weapon bears a passing resemblance to a fallen tree branch. This unique polearm was first crafted by a famed martial educator and military general from the collected weapons of his fallen compatriots. Each point on this branching spear has a history of its own and is infused with the pain of loss and the glory of military service. When wielded in battle, each of the small, branching spear points attached to the polearm's shaft pulses with a warm glow and burns with the desire to protect the righteous. When not using it, you can fold the branches inward and sheathe the polearm in a leather wrap. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While you hold this weapon, it sheds dim light in a 5-foot radius. You can fold and wrap the weapon as an action, extinguishing the light. While holding or carrying the weapon, you have resistance to piercing damage. The weapon has 10 charges for the following other properties. The weapon regains 1d8 + 2 charges daily at dawn. In addition, it regains 1 charge when exposed to powerful magical sunlight, such as the light created by the sunbeam and sunburst spells, and it regains 1 charge each round it remains exposed to such sunlight. Spike Barrage. While wielding this weapon, you can use an action to expend 1 or more of its charges and sweep the weapon in a small arc to release a barrage of spikes in a 15-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 1d10 piercing damage for each charge you expend on a failed save, or half as much damage on a successful one. Spiked Wall. While wielding this weapon, you can use an action to expend 6 charges to cast the wall of thorns spell (save DC 17) from it.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21107,7 +20052,6 @@ "desc": "This heavy iron ring is adorned with the stylized head of a snarling wolf. The ring has 3 charges and regains 1d3 expended charges daily at dawn. When you make a melee weapon attack while wearing this ring, you can use a bonus action to expend 1 of the ring's charges to deal an extra 2d6 piercing damage to the target. Then, the target must succeed on a DC 15 Strength saving throw or be knocked prone.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21127,7 +20071,6 @@ "desc": "Brewed by hags and lycanthropes, this oil grants you lupine features. Each pot contains enough for three applications. One application grants one of the following benefits (your choice): darkvision out to a range of 60 feet, advantage on Wisdom (Perception) checks that rely on smell, a walking speed of 50 feet, or a new attack option (use the statistics of a wolf 's bite attack) for 5 minutes. If you use all three applications at one time, you can cast polymorph on yourself, transforming into a wolf. While you are in the form of a wolf, you retain your Intelligence, Wisdom, and Charisma scores. In addition, you don't need to maintain concentration on the spell, and the transformation lasts for 1 hour, until you use a bonus action to revert to your normal form, or until you drop to 0 hit points or die.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21147,7 +20090,6 @@ "desc": "This smooth, rounded piece of semiprecious crystal has a thumb-sized groove worn into one side. Physical contact with the stone helps clear the mind and calm the nerves, promoting success. If you spend 1 minute rubbing the stone, you have advantage on the next ability check you make within 1 hour of rubbing the stone. Once used, the stone can't be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21167,7 +20109,6 @@ "desc": "This stone is carved from petrified roots to reflect the shape and visage of a beast. The stone holds the spirit of a sacrificed beast of the type the stone depicts. A wraithstone is often created to grant immortal life to a beloved animal companion or to banish a troublesome predator. The creature's essence stays within until the stone is broken, upon which point the soul is released and the creature can't be resurrected or reincarnated by any means short of a wish spell. While attuned to and carrying this item, a spectral representation of the beast walks beside you, resembling the sacrificed creature's likeness in its prime. The specter follows you at all times and can be seen by all. You can use a bonus action to dismiss or summon the specter. So long as you carry this stone, you can interact with the creature as if it were still alive, even speaking to it if it is able to speak, though it can't physically interact with the material world. It can gesture to indicate directions and communicate very basic single-word ideas to you telepathically. The stone has a number of charges, depending on the size of the creature stored within it. The stone has 6 charges if the creature is Large or smaller, 10 charges if the creature is Huge, and 12 charges if the creature is Gargantuan. After all of the stone's charges have been used, the beast's spirit is completely drained, and the stone becomes a nonmagical bauble. As a bonus action, you can expend 1 charge to cause one of the following effects:", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21187,7 +20128,6 @@ "desc": "Roiling vapors of red, orange, and black swirl in a frenzy of color inside a sealed glass bottle. As an action, you can open the bottle and empty its contents within 5 feet of you or throw the bottle up to 20 feet, shattering it on impact. If you throw it, make a ranged attack against a creature or object, treating the bottle as an improvised weapon. When you open or break the bottle, the smoke releases in a 20-foot-radius sphere that dissipates at the end of your next turn. A creature that isn't an undead or a construct that enters or starts its turn in the area must succeed on a DC 13 Wisdom saving throw or be overcome with rage for 1 minute. On its turn, a creature overcome with rage must attack the creature nearest to it with whatever melee weapon it has on hand, moving up to its speed toward the target, if necessary. The raging creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21207,7 +20147,6 @@ "desc": "This round metal shield is painted bright blue with swirling white lines across it. You gain a +2 bonus to AC while you wield this shield. This is an addition to the shield's normal AC bonus. Air Bubble. Whenever you are immersed in a body of water while holding this shield, you can use a reaction to envelop yourself in a 10-foot radius bubble of fresh air. This bubble floats in place, but you can move it up to 30 feet during your turn. You are moved with the bubble when it moves. The air within the bubble magically replenishes itself every round and prevents foreign particles, such as poison gases and water-borne parasites, from entering the area. Other creatures can leave or enter the bubble freely, but it collapses as soon as you exit it. The exterior of the bubble is immune to damage and creatures making ranged attacks against anyone inside the bubble have disadvantage on their attack rolls. The bubble lasts for 1 minute or until you exit it. Once used, this property can’t be used again until the next dawn. Sanctuary. You can use a bonus action to cast the sanctuary spell (save DC 13) from the shield. This spell protects you from only water elementals and other creatures composed of water. Once used, this property can’t be used again until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21227,7 +20166,6 @@ "desc": "This gold amulet holds a preserved eye from a Ziphius (see Creature Codex). It has 3 charges, and it regains all expended charges daily at dawn. While wearing this amulet, you can use a bonus action to speak its command word and expend 1 of its charges to create a brief magical bond with a creature you can see within 60 feet of you. The target must succeed on a DC 15 Wisdom saving throw or be magically bonded with you until the end of your next turn. While bonded in this way, you can choose to have advantage on attack rolls against the target or cause the target to have disadvantage on attack rolls against you.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -21247,7 +20185,6 @@ "desc": "This plain gold ring features a magnificent ruby. While wearing the ring, you can use an action to cause a crimson zipline of magical force to extend from the gem in the ring and attach to up to two solid surfaces you can see. Each surface must be within 150 feet of you. Once the zipline is connected, you can use a bonus action to magically travel up to 50 feet along the line between the two surfaces. You can bring along objects as long as their weight doesn't exceed what you can carry. While the zipline is active, you remain suspended within 5 feet of the line, floating off the ground at least 3 inches, and you can't move more than 5 feet away from the zipline. When you magically travel along the line, you don't provoke opportunity attacks. The hand wearing the ring must be pointed at the line when you magically travel along it, but you otherwise can act normally while the zipline is active. You can use a bonus action to end the zipline. When the zipline has been active for a total of 1 minute, the ring's magic ceases to function until the next dawn.", "document": "vault-of-magic", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, diff --git a/data/v2/wizards-of-the-coast/srd/Creature.json b/data/v2/wizards-of-the-coast/srd/Creature.json index e861c152..bef2c12c 100644 --- a/data/v2/wizards-of-the-coast/srd/Creature.json +++ b/data/v2/wizards-of-the-coast/srd/Creature.json @@ -37,7 +37,6 @@ "name": "Aboleth", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 135, @@ -84,7 +83,6 @@ "name": "Adult Black Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 195, @@ -131,7 +129,6 @@ "name": "Adult Blue Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 225, @@ -178,7 +175,6 @@ "name": "Adult Brass Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 172, @@ -225,7 +221,6 @@ "name": "Adult Bronze Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 212, @@ -272,7 +267,6 @@ "name": "Adult Copper Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 184, @@ -319,7 +313,6 @@ "name": "Adult Gold Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 256, @@ -366,7 +359,6 @@ "name": "Adult Green Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 207, @@ -413,7 +405,6 @@ "name": "Adult Red Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 256, @@ -460,7 +451,6 @@ "name": "Adult Silver Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 243, @@ -507,7 +497,6 @@ "name": "Adult White Dragon", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 200, @@ -554,7 +543,6 @@ "name": "Air Elemental", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 90, @@ -601,7 +589,6 @@ "name": "Ancient Black Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 367, @@ -648,7 +635,6 @@ "name": "Ancient Blue Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 481, @@ -695,7 +681,6 @@ "name": "Ancient Brass Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 20, "hit_points": 297, @@ -742,7 +727,6 @@ "name": "Ancient Bronze Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 444, @@ -789,7 +773,6 @@ "name": "Ancient Copper Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 21, "hit_points": 350, @@ -836,7 +819,6 @@ "name": "Ancient Gold Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 546, @@ -883,7 +865,6 @@ "name": "Ancient Green Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 21, "hit_points": 385, @@ -930,7 +911,6 @@ "name": "Ancient Red Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 546, @@ -977,7 +957,6 @@ "name": "Ancient Silver Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 22, "hit_points": 487, @@ -1024,7 +1003,6 @@ "name": "Ancient White Dragon", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 20, "hit_points": 333, @@ -1071,7 +1049,6 @@ "name": "Androsphinx", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 199, @@ -1118,7 +1095,6 @@ "name": "Animated Armor", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 33, @@ -1165,7 +1141,6 @@ "name": "Ankheg", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 39, @@ -1212,7 +1187,6 @@ "name": "Azer", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 39, @@ -1259,7 +1233,6 @@ "name": "Balor", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 19, "hit_points": 262, @@ -1306,7 +1279,6 @@ "name": "Barbed Devil", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 110, @@ -1353,7 +1325,6 @@ "name": "Basilisk", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 52, @@ -1400,7 +1371,6 @@ "name": "Bearded Devil", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 52, @@ -1447,7 +1417,6 @@ "name": "Behir", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 17, "hit_points": 168, @@ -1494,7 +1463,6 @@ "name": "Black Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 33, @@ -1541,7 +1509,6 @@ "name": "Black Pudding", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 7, "hit_points": 85, @@ -1588,7 +1555,6 @@ "name": "Blue Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 52, @@ -1635,7 +1601,6 @@ "name": "Bone Devil", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 142, @@ -1682,7 +1647,6 @@ "name": "Brass Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 16, @@ -1729,7 +1693,6 @@ "name": "Bronze Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 32, @@ -1776,7 +1739,6 @@ "name": "Bugbear", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 27, @@ -1823,7 +1785,6 @@ "name": "Bulette", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 94, @@ -1870,7 +1831,6 @@ "name": "Camel", "document": "srd", "size": "large", - "size_integer": 4, "weight": "600.000", "armor_class": 9, "hit_points": 15, @@ -1917,7 +1877,6 @@ "name": "Centaur", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 45, @@ -1964,7 +1923,6 @@ "name": "Chain Devil", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 85, @@ -2011,7 +1969,6 @@ "name": "Chimera", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 114, @@ -2058,7 +2015,6 @@ "name": "Chuul", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 16, "hit_points": 93, @@ -2105,7 +2061,6 @@ "name": "Clay Golem", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 133, @@ -2152,7 +2107,6 @@ "name": "Cloaker", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 78, @@ -2199,7 +2153,6 @@ "name": "Cloud Giant", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 14, "hit_points": 200, @@ -2246,7 +2199,6 @@ "name": "Cockatrice", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 27, @@ -2293,7 +2245,6 @@ "name": "Copper Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 22, @@ -2340,7 +2291,6 @@ "name": "Couatl", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 19, "hit_points": 97, @@ -2387,7 +2337,6 @@ "name": "Darkmantle", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 22, @@ -2434,7 +2383,6 @@ "name": "Deva", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 136, @@ -2481,7 +2429,6 @@ "name": "Djinni", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 161, @@ -2528,7 +2475,6 @@ "name": "Donkey", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 11, @@ -2575,7 +2521,6 @@ "name": "Doppelganger", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 52, @@ -2622,7 +2567,6 @@ "name": "Draft Horse", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 10, "hit_points": 19, @@ -2669,7 +2613,6 @@ "name": "Dragon Turtle", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 20, "hit_points": 341, @@ -2716,7 +2659,6 @@ "name": "Dretch", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 18, @@ -2763,7 +2705,6 @@ "name": "Drider", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 123, @@ -2810,7 +2751,6 @@ "name": "Dryad", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 22, @@ -2857,7 +2797,6 @@ "name": "Duergar", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 26, @@ -2904,7 +2843,6 @@ "name": "Dust Mephit", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 12, "hit_points": 17, @@ -2951,7 +2889,6 @@ "name": "Earth Elemental", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 126, @@ -2998,7 +2935,6 @@ "name": "Efreeti", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 200, @@ -3045,7 +2981,6 @@ "name": "Elephant", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 12, "hit_points": 76, @@ -3092,7 +3027,6 @@ "name": "Elf, Drow", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 13, @@ -3139,7 +3073,6 @@ "name": "Erinyes", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 153, @@ -3186,7 +3119,6 @@ "name": "Ettercap", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 44, @@ -3233,7 +3165,6 @@ "name": "Ettin", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 85, @@ -3280,7 +3211,6 @@ "name": "Fire Elemental", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 102, @@ -3327,7 +3257,6 @@ "name": "Fire Giant", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 18, "hit_points": 162, @@ -3374,7 +3303,6 @@ "name": "Flesh Golem", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 9, "hit_points": 93, @@ -3421,7 +3349,6 @@ "name": "Flying Sword", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 17, "hit_points": 17, @@ -3468,7 +3395,6 @@ "name": "Frost Giant", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 15, "hit_points": 138, @@ -3515,7 +3441,6 @@ "name": "Gargoyle", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 52, @@ -3562,7 +3487,6 @@ "name": "Gelatinous Cube", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 6, "hit_points": 84, @@ -3609,7 +3533,6 @@ "name": "Ghast", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 36, @@ -3656,7 +3579,6 @@ "name": "Ghost", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 45, @@ -3703,7 +3625,6 @@ "name": "Ghoul", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 22, @@ -3750,7 +3671,6 @@ "name": "Gibbering Mouther", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 9, "hit_points": 67, @@ -3797,7 +3717,6 @@ "name": "Glabrezu", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 157, @@ -3844,7 +3763,6 @@ "name": "Gnoll", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 22, @@ -3891,7 +3809,6 @@ "name": "Gnome, Deep (Svirfneblin)", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 15, "hit_points": 16, @@ -3938,7 +3855,6 @@ "name": "Goblin", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 15, "hit_points": 7, @@ -3985,7 +3901,6 @@ "name": "Gold Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 60, @@ -4032,7 +3947,6 @@ "name": "Gorgon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 114, @@ -4079,7 +3993,6 @@ "name": "Gray Ooze", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 8, "hit_points": 22, @@ -4126,7 +4039,6 @@ "name": "Green Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 38, @@ -4173,7 +4085,6 @@ "name": "Green Hag", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 82, @@ -4220,7 +4131,6 @@ "name": "Grick", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 27, @@ -4267,7 +4177,6 @@ "name": "Griffon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 59, @@ -4314,7 +4223,6 @@ "name": "Grimlock", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 11, @@ -4361,7 +4269,6 @@ "name": "Guardian Naga", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 127, @@ -4408,7 +4315,6 @@ "name": "Gynosphinx", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 136, @@ -4455,7 +4361,6 @@ "name": "Half-Red Dragon Veteran", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 65, @@ -4502,7 +4407,6 @@ "name": "Harpy", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 38, @@ -4549,7 +4453,6 @@ "name": "Hell Hound", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 45, @@ -4596,7 +4499,6 @@ "name": "Hezrou", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 16, "hit_points": 136, @@ -4643,7 +4545,6 @@ "name": "Hill Giant", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 13, "hit_points": 105, @@ -4690,7 +4591,6 @@ "name": "Hippogriff", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 11, "hit_points": 19, @@ -4737,7 +4637,6 @@ "name": "Hobgoblin", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 18, "hit_points": 11, @@ -4784,7 +4683,6 @@ "name": "Homunculus", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 5, @@ -4831,7 +4729,6 @@ "name": "Horned Devil", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 178, @@ -4878,7 +4775,6 @@ "name": "Hydra", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 15, "hit_points": 172, @@ -4925,7 +4821,6 @@ "name": "Ice Devil", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 180, @@ -4972,7 +4867,6 @@ "name": "Ice Mephit", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 21, @@ -5019,7 +4913,6 @@ "name": "Imp", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 10, @@ -5066,7 +4959,6 @@ "name": "Invisible Stalker", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 104, @@ -5113,7 +5005,6 @@ "name": "Iron Golem", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 20, "hit_points": 210, @@ -5160,7 +5051,6 @@ "name": "Kobold", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 12, "hit_points": 5, @@ -5207,7 +5097,6 @@ "name": "Kraken", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 18, "hit_points": 472, @@ -5254,7 +5143,6 @@ "name": "Lamia", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 97, @@ -5301,7 +5189,6 @@ "name": "Lemure", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 7, "hit_points": 13, @@ -5348,7 +5235,6 @@ "name": "Lich", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 135, @@ -5395,7 +5281,6 @@ "name": "Lizardfolk", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 22, @@ -5442,7 +5327,6 @@ "name": "Magma Mephit", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 11, "hit_points": 22, @@ -5489,7 +5373,6 @@ "name": "Magmin", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 14, "hit_points": 9, @@ -5536,7 +5419,6 @@ "name": "Manticore", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 68, @@ -5583,7 +5465,6 @@ "name": "Marilith", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 189, @@ -5630,7 +5511,6 @@ "name": "Mastiff", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 5, @@ -5677,7 +5557,6 @@ "name": "Medusa", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 127, @@ -5724,7 +5603,6 @@ "name": "Merfolk", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 11, @@ -5771,7 +5649,6 @@ "name": "Merrow", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 45, @@ -5818,7 +5695,6 @@ "name": "Mimic", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 58, @@ -5865,7 +5741,6 @@ "name": "Minotaur", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 76, @@ -5912,7 +5787,6 @@ "name": "Minotaur Skeleton", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 67, @@ -5959,7 +5833,6 @@ "name": "Mule", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 11, @@ -6006,7 +5879,6 @@ "name": "Mummy", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 58, @@ -6053,7 +5925,6 @@ "name": "Mummy Lord", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 97, @@ -6100,7 +5971,6 @@ "name": "Nalfeshnee", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 184, @@ -6147,7 +6017,6 @@ "name": "Night Hag", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 112, @@ -6194,7 +6063,6 @@ "name": "Nightmare", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 68, @@ -6241,7 +6109,6 @@ "name": "Ochre Jelly", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 8, "hit_points": 45, @@ -6288,7 +6155,6 @@ "name": "Ogre", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 11, "hit_points": 59, @@ -6335,7 +6201,6 @@ "name": "Ogre Zombie", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 8, "hit_points": 85, @@ -6382,7 +6247,6 @@ "name": "Oni", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 16, "hit_points": 110, @@ -6429,7 +6293,6 @@ "name": "Orc", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 15, @@ -6476,7 +6339,6 @@ "name": "Otyugh", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 114, @@ -6523,7 +6385,6 @@ "name": "Owlbear", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 59, @@ -6570,7 +6431,6 @@ "name": "Pegasus", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 59, @@ -6617,7 +6477,6 @@ "name": "Pit Fiend", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 300, @@ -6664,7 +6523,6 @@ "name": "Planetar", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 19, "hit_points": 200, @@ -6711,7 +6569,6 @@ "name": "Plesiosaurus", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 68, @@ -6758,7 +6615,6 @@ "name": "Pony", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 11, @@ -6805,7 +6661,6 @@ "name": "Pseudodragon", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 7, @@ -6852,7 +6707,6 @@ "name": "Purple Worm", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 18, "hit_points": 247, @@ -6899,7 +6753,6 @@ "name": "Quasit", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 13, "hit_points": 7, @@ -6946,7 +6799,6 @@ "name": "Rakshasa", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 110, @@ -6993,7 +6845,6 @@ "name": "Red Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 75, @@ -7040,7 +6891,6 @@ "name": "Remorhaz", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 17, "hit_points": 195, @@ -7087,7 +6937,6 @@ "name": "Riding Horse", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 10, "hit_points": 13, @@ -7134,7 +6983,6 @@ "name": "Roc", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 15, "hit_points": 248, @@ -7181,7 +7029,6 @@ "name": "Roper", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 20, "hit_points": 93, @@ -7228,7 +7075,6 @@ "name": "Rug of Smothering", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 33, @@ -7275,7 +7121,6 @@ "name": "Rust Monster", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 27, @@ -7322,7 +7167,6 @@ "name": "Sahuagin", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 22, @@ -7369,7 +7213,6 @@ "name": "Salamander", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 90, @@ -7416,7 +7259,6 @@ "name": "Satyr", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 31, @@ -7463,7 +7305,6 @@ "name": "Sea Hag", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 52, @@ -7510,7 +7351,6 @@ "name": "Shadow", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 16, @@ -7557,7 +7397,6 @@ "name": "Shambling Mound", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 136, @@ -7604,7 +7443,6 @@ "name": "Shield Guardian", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 142, @@ -7651,7 +7489,6 @@ "name": "Shrieker", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 5, "hit_points": 13, @@ -7698,7 +7535,6 @@ "name": "Silver Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 17, "hit_points": 45, @@ -7745,7 +7581,6 @@ "name": "Skeleton", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 13, @@ -7792,7 +7627,6 @@ "name": "Solar", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 21, "hit_points": 243, @@ -7839,7 +7673,6 @@ "name": "Specter", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 22, @@ -7886,7 +7719,6 @@ "name": "Spirit Naga", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 75, @@ -7933,7 +7765,6 @@ "name": "Sprite", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 15, "hit_points": 2, @@ -7980,7 +7811,6 @@ "name": "Steam Mephit", "document": "srd", "size": "small", - "size_integer": 2, "weight": "0.000", "armor_class": 10, "hit_points": 21, @@ -8027,7 +7857,6 @@ "name": "Stirge", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 14, "hit_points": 2, @@ -8074,7 +7903,6 @@ "name": "Stone Giant", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 17, "hit_points": 126, @@ -8121,7 +7949,6 @@ "name": "Stone Golem", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 178, @@ -8168,7 +7995,6 @@ "name": "Storm Giant", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 16, "hit_points": 230, @@ -8215,7 +8041,6 @@ "name": "Succubus/Incubus", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 66, @@ -8262,7 +8087,6 @@ "name": "Tarrasque", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 25, "hit_points": 676, @@ -8309,7 +8133,6 @@ "name": "Treant", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 16, "hit_points": 138, @@ -8356,7 +8179,6 @@ "name": "Triceratops", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 13, "hit_points": 95, @@ -8403,7 +8225,6 @@ "name": "Troll", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 84, @@ -8450,7 +8271,6 @@ "name": "Tyrannosaurus Rex", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "0.000", "armor_class": 13, "hit_points": 136, @@ -8497,7 +8317,6 @@ "name": "Unicorn", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 12, "hit_points": 67, @@ -8544,7 +8363,6 @@ "name": "Vampire", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 144, @@ -8591,7 +8409,6 @@ "name": "Vampire Spawn", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 15, "hit_points": 82, @@ -8638,7 +8455,6 @@ "name": "Violet Fungus", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 5, "hit_points": 18, @@ -8685,7 +8501,6 @@ "name": "Vrock", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 15, "hit_points": 104, @@ -8732,7 +8547,6 @@ "name": "Warhorse", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 11, "hit_points": 19, @@ -8779,7 +8593,6 @@ "name": "Warhorse Skeleton", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 22, @@ -8826,7 +8639,6 @@ "name": "Water Elemental", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 14, "hit_points": 114, @@ -8873,7 +8685,6 @@ "name": "Werebear", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 135, @@ -8920,7 +8731,6 @@ "name": "Wereboar", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 10, "hit_points": 78, @@ -8967,7 +8777,6 @@ "name": "Wererat", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 33, @@ -9014,7 +8823,6 @@ "name": "Weretiger", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 12, "hit_points": 120, @@ -9061,7 +8869,6 @@ "name": "Werewolf", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 11, "hit_points": 58, @@ -9108,7 +8915,6 @@ "name": "White Dragon Wyrmling", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 16, "hit_points": 32, @@ -9155,7 +8961,6 @@ "name": "Wight", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 14, "hit_points": 45, @@ -9202,7 +9007,6 @@ "name": "Will-o'-Wisp", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 19, "hit_points": 22, @@ -9249,7 +9053,6 @@ "name": "Wraith", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 13, "hit_points": 67, @@ -9296,7 +9099,6 @@ "name": "Wyvern", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 13, "hit_points": 110, @@ -9343,7 +9145,6 @@ "name": "Xorn", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 19, "hit_points": 73, @@ -9390,7 +9191,6 @@ "name": "Young Black Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 127, @@ -9437,7 +9237,6 @@ "name": "Young Blue Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 152, @@ -9484,7 +9283,6 @@ "name": "Young Brass Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 110, @@ -9531,7 +9329,6 @@ "name": "Young Bronze Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 142, @@ -9578,7 +9375,6 @@ "name": "Young Copper Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 119, @@ -9625,7 +9421,6 @@ "name": "Young Gold Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 178, @@ -9672,7 +9467,6 @@ "name": "Young Green Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 136, @@ -9719,7 +9513,6 @@ "name": "Young Red Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 178, @@ -9766,7 +9559,6 @@ "name": "Young Silver Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 18, "hit_points": 168, @@ -9813,7 +9605,6 @@ "name": "Young White Dragon", "document": "srd", "size": "large", - "size_integer": 4, "weight": "0.000", "armor_class": 17, "hit_points": 133, @@ -9860,7 +9651,6 @@ "name": "Zombie", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "0.000", "armor_class": 8, "hit_points": 22, diff --git a/data/v2/wizards-of-the-coast/srd/Item.json b/data/v2/wizards-of-the-coast/srd/Item.json index 87292b25..b61be9f7 100644 --- a/data/v2/wizards-of-the-coast/srd/Item.json +++ b/data/v2/wizards-of-the-coast/srd/Item.json @@ -7,7 +7,6 @@ "desc": "1lb of cinnamon", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -27,7 +26,6 @@ "desc": "1lb of cloves.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -47,7 +45,6 @@ "desc": "1lb of copper.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -67,7 +64,6 @@ "desc": "1lb of flour", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -87,7 +83,6 @@ "desc": "1lb of Ginger.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -107,7 +102,6 @@ "desc": "1lb of gold.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -127,7 +121,6 @@ "desc": "1lb of iron.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -147,7 +140,6 @@ "desc": "1lb of pepper.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -167,7 +159,6 @@ "desc": "1 lb. of platinum.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -187,7 +178,6 @@ "desc": "1lb of saffron.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -207,7 +197,6 @@ "desc": "1lb of salt.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -227,7 +216,6 @@ "desc": "1lb of silver", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -247,7 +235,6 @@ "desc": "1 pound of wheat.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -267,7 +254,6 @@ "desc": "1 sq. yd. of canvas", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -287,7 +273,6 @@ "desc": "1 sq. yd. of cotton cloth.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -307,7 +292,6 @@ "desc": "1 sq. yd. of linen.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -327,7 +311,6 @@ "desc": "1 sq. yd. of silk.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -347,7 +330,6 @@ "desc": "An abacus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -367,7 +349,6 @@ "desc": "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -387,7 +368,6 @@ "desc": "As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -407,7 +387,6 @@ "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -427,7 +406,6 @@ "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -447,7 +425,6 @@ "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -467,7 +444,6 @@ "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -487,7 +463,6 @@ "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -507,7 +482,6 @@ "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -527,7 +501,6 @@ "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -547,7 +520,6 @@ "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -567,7 +539,6 @@ "desc": "This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -587,7 +558,6 @@ "desc": "This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -607,7 +577,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -627,7 +596,6 @@ "desc": "Can be used as a holy symbol.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -647,7 +615,6 @@ "desc": "Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -667,7 +634,6 @@ "desc": "While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -687,7 +653,6 @@ "desc": "While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the _plane shift_ spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -707,7 +672,6 @@ "desc": "While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -727,7 +691,6 @@ "desc": "A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -747,7 +710,6 @@ "desc": "This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.\r\n\r\nThe apparatus of the Crab is a Large object with the following statistics:\r\n\r\n**Armor Class:** 20\r\n\r\n**Hit Points:** 200\r\n\r\n**Speed:** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)\r\n\r\n**Damage Immunities:** poison, psychic\r\n\r\nTo be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.\r\n\r\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.\r\n\r\nA creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.\r\n\r\n**Apparatus of the Crab Levers (table)**\r\n\r\n| Lever | Up | Down |\r\n|-------|----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. |\r\n| 2 | Forward window shutter opens. | Forward window shutter closes. |\r\n| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |\r\n| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. |\r\n| 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |\r\n| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. |\r\n| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |\r\n| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. |\r\n| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. |\r\n| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -767,7 +729,6 @@ "desc": "You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -787,7 +748,6 @@ "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -807,7 +767,6 @@ "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -827,7 +786,6 @@ "desc": "You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -847,7 +805,6 @@ "desc": "While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.\n\n**_Curse_**. This armor is cursed, a fact that is revealed only when an _identify_ spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the _remove curse_ spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -867,7 +824,6 @@ "desc": "An arrow for a bow.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.050", "armor_class": 0, "hit_points": 0, @@ -887,7 +843,6 @@ "desc": "You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -907,7 +862,6 @@ "desc": "An _arrow of slaying_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _arrows of dragon slaying_ and _arrows of blue dragon slaying_. If a creature belonging to the type, race, or group associated with an _arrow of slaying_ takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.\\n\\nOnce an _arrow of slaying_ deals its extra damage to a creature, it becomes a nonmagical arrow.\\n\\nOther types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -927,7 +881,6 @@ "desc": "A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.\\n\\n\r\n\r\n**_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -947,7 +900,6 @@ "desc": "A backpack. Capacity: 1 cubic foot/30 pounds of gear.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -967,7 +919,6 @@ "desc": "Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.\r\n\r\nIf you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.\r\n\r\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.\r\n\r\n| d100 | Effect |\r\n|-------|-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |\r\n| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |\r\n| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |\r\n| 21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. |\r\n| 31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). |\r\n| 41-50 | 1d6 + 6 shriekers sprout |\r\n| 51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. |\r\n| 61-70 | A hungry bulette burrows up and attacks. 71-80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. |\r\n| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |\r\n| 91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |\r\n| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -987,7 +938,6 @@ "desc": "This bag superficially resembles a _bag of holding_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.\r\n\r\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.\r\n\r\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.\r\n\r\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1007,7 +957,6 @@ "desc": "This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.\r\n\r\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.\r\n\r\nPlacing a _bag of holding_ inside an extradimensional space created by a _handy haversack_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1027,7 +976,6 @@ "desc": "This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.\r\n\r\nYou can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color.\r\n\r\nThe creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.\r\n\r\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.\r\n\r\n**Gray Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|--------------|\r\n| 1 | Weasel |\r\n| 2 | Giant rat |\r\n| 3 | Badger |\r\n| 4 | Boar |\r\n| 5 | Panther |\r\n| 6 | Giant badger |\r\n| 7 | Dire wolf |\r\n| 8 | Giant elk |\r\n\r\n**Rust Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|------------|\r\n| 1 | Rat |\r\n| 2 | Owl |\r\n| 3 | Mastiff |\r\n| 4 | Goat |\r\n| 5 | Giant goat |\r\n| 6 | Giant boar |\r\n| 7 | Lion |\r\n| 8 | Brown bear |\r\n\r\n**Tan Bag of Tricks (table)**\r\n\r\n| d8 | Creature |\r\n|----|--------------|\r\n| 1 | Jackal |\r\n| 2 | Ape |\r\n| 3 | Baboon |\r\n| 4 | Axe beak |\r\n| 5 | Black bear |\r\n| 6 | Giant weasel |\r\n| 7 | Giant hyena |\r\n| 8 | Tiger |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1047,7 +995,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -1067,7 +1014,6 @@ "desc": "As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1087,7 +1033,6 @@ "desc": "A barrel. Capacity: 40 gallons liquid, 4 cubic feet solid.", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "70.000", "armor_class": 0, "hit_points": 0, @@ -1107,7 +1052,6 @@ "desc": "A basket. Capacity: 2 cubic feet/40 pounds of gear.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1127,7 +1071,6 @@ "desc": "A battleaxe.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -1147,7 +1090,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1167,7 +1109,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1187,7 +1128,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1207,7 +1147,6 @@ "desc": "This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _beads of force_ are found together.\r\n\r\nYou can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.\r\n\r\nAn enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1227,7 +1166,6 @@ "desc": "A bedroll.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "7.000", "armor_class": 0, "hit_points": 0, @@ -1247,7 +1185,6 @@ "desc": "A bell.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1267,7 +1204,6 @@ "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1287,7 +1223,6 @@ "desc": "While wearing this belt, you gain the following benefits:\r\n\r\n* Your Constitution score increases by 2, to a maximum of 20.\r\n* You have advantage on Charisma (Persuasion) checks made to interact with dwarves.\r\n\r\nIn addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.\r\n\r\nIf you aren't a dwarf, you gain the following additional benefits while wearing the belt:\r\n\r\n* You have advantage on saving throws against poison, and you have resistance against poison damage.\r\n* You have darkvision out to a range of 60 feet.\r\n* You can speak, read, and write Dwarvish.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1307,7 +1242,6 @@ "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1327,7 +1261,6 @@ "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1347,7 +1280,6 @@ "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1367,7 +1299,6 @@ "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1387,7 +1318,6 @@ "desc": "While wearing this belt, your Strength score changes to a score granted by the belt. If your Strength is already equal to or greater than the belt's score, the item has no effect on you.\\n\\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The _belt of stone giant strength_ and the _belt of frost giant strength_ look different, but they have the same effect.\\n\\n| Type | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Rare |\\n| Stone/frost giant | 23 | Very rare |\\n| Fire giant | 25 | Very rare |\\n| Cloud giant | 27 | Legendary |\\n| Storm giant | 29 | Legendary |\"", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1407,7 +1337,6 @@ "desc": "A blanket.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1427,7 +1356,6 @@ "desc": "A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -1447,7 +1375,6 @@ "desc": "A blowgun.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -1467,7 +1394,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1487,7 +1413,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1507,7 +1432,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1527,7 +1451,6 @@ "desc": "Needles to be fired with a blowgun.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -1547,7 +1470,6 @@ "desc": "A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section).", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -1567,7 +1489,6 @@ "desc": "While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1587,7 +1508,6 @@ "desc": "While you wear these boots, you can use an action to cast the _levitate_ spell on yourself at will.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1607,7 +1527,6 @@ "desc": "While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.\r\n\r\nWhen the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1627,7 +1546,6 @@ "desc": "While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1647,7 +1565,6 @@ "desc": "These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:\r\n\r\n* You have resistance to cold damage.\r\n* You ignore difficult terrain created by ice or snow.\r\n* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1667,7 +1584,6 @@ "desc": "A glass bottle. Capacity: 1.5 pints liquid.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1687,7 +1603,6 @@ "desc": "While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the _conjure elemental_ spell. The bowl can't be used this way again until the next dawn.\r\n\r\nThe bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1707,7 +1622,6 @@ "desc": "While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1727,7 +1641,6 @@ "desc": "While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1747,7 +1660,6 @@ "desc": "While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the _conjure elemental_ spell. The brazier can't be used this way again until the next dawn.\r\n\r\nThe brazier weighs 5 pounds.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1767,7 +1679,6 @@ "desc": "This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "20.000", "armor_class": 0, "hit_points": 0, @@ -1787,7 +1698,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "9.000", "armor_class": 0, "hit_points": 0, @@ -1807,7 +1717,6 @@ "desc": "While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the _magic missile_ spell.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1827,7 +1736,6 @@ "desc": "This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.\r\n\r\nYou can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1847,7 +1755,6 @@ "desc": "A bucket. Capacity: 3 gallons liquid, 1/2 cubic foot solid.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1867,7 +1774,6 @@ "desc": "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.\\n\\n**_Inhaled._** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1887,7 +1793,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -1907,7 +1812,6 @@ "desc": "As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -1927,7 +1831,6 @@ "desc": "For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1947,7 +1850,6 @@ "desc": "This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _detect evil and good_ spell. The GM chooses the god and associated alignment or determines the alignment randomly.\r\n\r\n| d20 | Alignment |\r\n|-------|-----------------|\r\n| 1-2 | Chaotic evil |\r\n| 3-4 | Chaotic neutral |\r\n| 5-7 | Chaotic good |\r\n| 8-9 | Neutral evil |\r\n| 10-11 | Neutral |\r\n| 12-13 | Neutral good |\r\n| 14-15 | Lawful evil |\r\n| 16-17 | Lawful neutral |\r\n| 18-20 | Lawful good |\r\n\r\nThe candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.\r\n\r\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st* level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.\r\n\r\nAlternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1967,7 +1869,6 @@ "desc": "This cape smells faintly of brimstone. While wearing it, you can use it to cast the _dimension door_ spell as an action. This property of the cape can't be used again until the next dawn.\r\n\r\nWhen you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -1987,7 +1888,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -2007,7 +1907,6 @@ "desc": "You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.\r\n\r\nFour sizes of _carpet of flying_ exist. The GM chooses the size of a given carpet or determines it randomly.\r\n\r\n| d100 | Size | Capacity | Flying Speed |\r\n|--------|---------------|----------|--------------|\r\n| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet |\r\n| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet |\r\n| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet |\r\n| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet |\r\n\r\nA carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2027,7 +1926,6 @@ "desc": "Drawn vehicle.", "document": "srd", "size": "huge", - "size_integer": 5, "weight": "600.000", "armor_class": 0, "hit_points": 0, @@ -2047,7 +1945,6 @@ "desc": "Drawn vehicle", "document": "srd", "size": "large", - "size_integer": 4, "weight": "200.000", "armor_class": 0, "hit_points": 0, @@ -2067,7 +1964,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -2087,7 +1983,6 @@ "desc": "This wooden case can hold up to twenty crossbow bolts.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -2107,7 +2002,6 @@ "desc": "This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -2127,7 +2021,6 @@ "desc": "While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the _conjure elemental_ spell. The censer can't be used this way again until the next dawn.\r\n\r\nThis 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2147,7 +2040,6 @@ "desc": "A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -2167,7 +2059,6 @@ "desc": "Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "55.000", "armor_class": 0, "hit_points": 0, @@ -2187,7 +2078,6 @@ "desc": "Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "20.000", "armor_class": 0, "hit_points": 0, @@ -2207,7 +2097,6 @@ "desc": "A piece of chalk.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2227,7 +2116,6 @@ "desc": "Drawn vehicle.", "document": "srd", "size": "large", - "size_integer": 4, "weight": "100.000", "armor_class": 0, "hit_points": 0, @@ -2247,7 +2135,6 @@ "desc": "A chest. Capacity: 12 cubic feet/300 pounds of gear.", "document": "srd", "size": "small", - "size_integer": 2, "weight": "25.000", "armor_class": 0, "hit_points": 0, @@ -2267,7 +2154,6 @@ "desc": "One chicken", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -2287,7 +2173,6 @@ "desc": "This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.\r\n\r\nThe chime can be used ten times. After the tenth time, it cracks and becomes useless.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2307,7 +2192,6 @@ "desc": "While wearing this circlet, you can use an action to cast the _scorching ray_ spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2327,7 +2211,6 @@ "desc": "A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "12.000", "armor_class": 0, "hit_points": 0, @@ -2347,7 +2230,6 @@ "desc": "This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:\r\n\r\n* You have resistance to poison damage.\r\n* You have a climbing speed equal to your walking speed.\r\n* You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.\r\n* You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.\r\n* You can use an action to cast the _web_ spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2367,7 +2249,6 @@ "desc": "While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2387,7 +2268,6 @@ "desc": "While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2407,7 +2287,6 @@ "desc": "You gain a +1 bonus to AC and saving throws while you wear this cloak.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2427,7 +2306,6 @@ "desc": "While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.\r\n\r\nWhile wearing the cloak in an area of dim light or darkness, you can use your action to cast _polymorph_ on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2447,7 +2325,6 @@ "desc": "While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2467,7 +2344,6 @@ "desc": "Common clothes.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -2487,7 +2363,6 @@ "desc": "A costume.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -2507,7 +2382,6 @@ "desc": "Fine clothing.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -2527,7 +2401,6 @@ "desc": "Traveler's clothing.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -2547,7 +2420,6 @@ "desc": "A club", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -2567,7 +2439,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2587,7 +2458,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2607,7 +2477,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2627,7 +2496,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -2647,7 +2515,6 @@ "desc": "A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -2667,7 +2534,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -2687,7 +2553,6 @@ "desc": "One cow.", "document": "srd", "size": "large", - "size_integer": 4, "weight": "1000.000", "armor_class": 10, "hit_points": 15, @@ -2707,7 +2572,6 @@ "desc": "One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -2727,7 +2591,6 @@ "desc": "This poison must be harvested from a dead or incapacitated crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\\n\\n\r\n**_Contact._** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2747,7 +2610,6 @@ "desc": "Bolts to be used in a crossbow.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.080", "armor_class": 0, "hit_points": 0, @@ -2767,7 +2629,6 @@ "desc": "A hand crossbow.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -2787,7 +2648,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2807,7 +2667,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2827,7 +2686,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2847,7 +2705,6 @@ "desc": "A heavy crossbow", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "18.000", "armor_class": 0, "hit_points": 0, @@ -2867,7 +2724,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2887,7 +2743,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2907,7 +2762,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2927,7 +2781,6 @@ "desc": "A light crossbow.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -2947,7 +2800,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2967,7 +2819,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -2987,7 +2838,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3007,7 +2857,6 @@ "desc": "Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -3027,7 +2876,6 @@ "desc": "Can be used as an arcane focus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -3047,7 +2895,6 @@ "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3067,7 +2914,6 @@ "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nYou can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3087,7 +2933,6 @@ "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nThe following crystal ball variants are legendary items and have additional properties.\r\n\r\nWhile scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3107,7 +2952,6 @@ "desc": "The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.\r\n\r\nWhile scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3127,7 +2971,6 @@ "desc": "This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.\r\n\r\nYou can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.\r\n\r\nIf your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.\r\n\r\n**Cube of Force Faces (table)**\r\n\r\n| Face | Charges | Effect |\r\n|------|---------|-------------------------------------------------------------------------------------------------------------------|\r\n| 1 | 1 | Gases, wind, and fog can't pass through the barrier. |\r\n| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\r\n| 3 | 3 | Living matter can't pass through the barrier. |\r\n| 4 | 4 | Spell effects can't pass through the barrier. |\r\n| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |\r\n| 6 | 0 | The barrier deactivates. |\r\n\r\nThe cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.\r\n\r\n| Spell or Item | Charges Lost |\r\n|------------------|--------------|\r\n| Disintegrate | 1d12 |\r\n| Horn of blasting | 1d10 |\r\n| Passwall | 1d6 |\r\n| Prismatic spray | 1d20 |\r\n| Wall of fire | 1d4 |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3147,7 +2990,6 @@ "desc": "This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.\r\n\r\nYou can use an action to press one side of the cube to cast the _gate_ spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the _plane shift_ spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.\r\n\r\nThe cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3167,7 +3009,6 @@ "desc": "A dagger.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -3187,7 +3028,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3207,7 +3047,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3227,7 +3066,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3247,7 +3085,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nYou can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3267,7 +3104,6 @@ "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3287,7 +3123,6 @@ "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3307,7 +3142,6 @@ "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3327,7 +3161,6 @@ "desc": "You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.\n\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.\n\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3347,7 +3180,6 @@ "desc": "A dart.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.250", "armor_class": 0, "hit_points": 0, @@ -3367,7 +3199,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3387,7 +3218,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3407,7 +3237,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3427,7 +3256,6 @@ "desc": "This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.\r\n\r\nYou can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:\r\n\r\n* \"Stream\" produces 1 gallon of water.\r\n* \"Fountain\" produces 5 gallons of water.\r\n* \"Geyser\" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3447,7 +3275,6 @@ "desc": "This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.\r\n\r\nThe magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.\r\n\r\nAn illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.\r\n\r\nThe illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.\r\n\r\n| Playing Card | Illusion |\r\n|-------------------|----------------------------------|\r\n| Ace of hearts | Red dragon |\r\n| King of hearts | Knight and four guards |\r\n| Queen of hearts | Succubus or incubus |\r\n| Jack of hearts | Druid |\r\n| Ten of hearts | Cloud giant |\r\n| Nine of hearts | Ettin |\r\n| Eight of hearts | Bugbear |\r\n| Two of hearts | Goblin |\r\n| Ace of diamonds | Beholder |\r\n| King of diamonds | Archmage and mage apprentice |\r\n| Queen of diamonds | Night hag |\r\n| Jack of diamonds | Assassin |\r\n| Ten of diamonds | Fire giant |\r\n| Nine of diamonds | Ogre mage |\r\n| Eight of diamonds | Gnoll |\r\n| Two of diamonds | Kobold |\r\n| Ace of spades | Lich |\r\n| King of spades | Priest and two acolytes |\r\n| Queen of spades | Medusa |\r\n| Jack of spades | Veteran |\r\n| Ten of spades | Frost giant |\r\n| Nine of spades | Troll |\r\n| Eight of spades | Hobgoblin |\r\n| Two of spades | Goblin |\r\n| Ace of clubs | Iron golem |\r\n| King of clubs | Bandit captain and three bandits |\r\n| Queen of clubs | Erinyes |\r\n| Jack of clubs | Berserker |\r\n| Ten of clubs | Hill giant |\r\n| Nine of clubs | Ogre |\r\n| Eight of clubs | Orc |\r\n| Two of clubs | Kobold |\r\n| Jokers (2) | You (the deck's owner) |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3467,7 +3294,6 @@ "desc": "Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.\r\n\r\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.\r\n\r\nOnce a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.\r\n\r\n| Playing Card | Card |\r\n|--------------------|-------------|\r\n| Ace of diamonds | Vizier\\* |\r\n| King of diamonds | Sun |\r\n| Queen of diamonds | Moon |\r\n| Jack of diamonds | Star |\r\n| Two of diamonds | Comet\\* |\r\n| Ace of hearts | The Fates\\* |\r\n| King of hearts | Throne |\r\n| Queen of hearts | Key |\r\n| Jack of hearts | Knight |\r\n| Two of hearts | Gem\\* |\r\n| Ace of clubs | Talons\\* |\r\n| King of clubs | The Void |\r\n| Queen of clubs | Flames |\r\n| Jack of clubs | Skull |\r\n| Two of clubs | Idiot\\* |\r\n| Ace of spades | Donjon\\* |\r\n| King of spades | Ruin |\r\n| Queen of spades | Euryale |\r\n| Jack of spades | Rogue |\r\n| Two of spades | Balance\\* |\r\n| Joker (with TM) | Fool\\* |\r\n| Joker (without TM) | Jester |\r\n\r\n\\*Found only in a deck with twenty-two cards\r\n\r\n**_Balance_**. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.\r\n\r\n**_Comet_**. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.\r\n\r\n**_Donjon_**. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a _wish_ spell can reveal the location of your prison. You draw no more cards.\r\n\r\n**_Euryale_**. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.\r\n\r\n**_The Fates_**. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.\r\n\r\n**_Flames_**. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.\r\n\r\n**_Fool_**. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.\r\n\r\n**_Gem_**. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.\r\n\r\n**_Idiot_**. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.\r\n\r\n**_Jester_**. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.\r\n\r\n**_Key_**. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.\r\n\r\n**_Knight_**. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.\r\n\r\n**_Moon_**. You are granted the ability to cast the _wish_ spell 1d3 times.\r\n\r\n**_Rogue_**. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a _wish_ spell or divine intervention can end the NPC's hostility toward you.\r\n\r\n**_Ruin_**. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.\r\n\r\n**_Skull_**. You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.\r\n\r\n#", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3487,7 +3313,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3507,7 +3332,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3527,7 +3351,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3547,7 +3370,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon.\n\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3567,7 +3389,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.\n\n**_Curse_**. Once you don this cursed armor, you can't doff it unless you are targeted by the _remove curse_ spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3587,7 +3408,6 @@ "desc": "This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-­‐‑Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3607,7 +3427,6 @@ "desc": "You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.\r\n\r\nYou and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3627,7 +3446,6 @@ "desc": "This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -3647,7 +3465,6 @@ "desc": "Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.\r\n\r\nWhile wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).\r\n\r\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.\r\n\r\n| Dragon | Resistance |\r\n|--------|------------|\r\n| Black | Acid |\r\n| Blue | Lightning |\r\n| Brass | Fire |\r\n| Bronze | Lightning |\r\n| Copper | Acid |\r\n| Gold | Fire |\r\n| Green | Poison |\r\n| Red | Fire |\r\n| Silver | Cold |\r\n| White | Cold |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3667,7 +3484,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3687,7 +3503,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3707,7 +3522,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3727,7 +3541,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3747,7 +3560,6 @@ "desc": "This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\r\n\\n\\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3767,7 +3579,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -3787,7 +3598,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -3807,7 +3617,6 @@ "desc": "Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3827,7 +3636,6 @@ "desc": "This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.\r\n\r\nSomeone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.\r\n\r\nAn elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3847,7 +3655,6 @@ "desc": "Found in a small container, this powder resembles very fine sand. It appears to be _dust of disappearance_, and an _identify_ spell reveals it to be such. There is enough of it for one use.\r\n\r\nWhen you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The _lesser restoration_ spell can also end the effect on a creature.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3867,7 +3674,6 @@ "desc": "While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3887,7 +3693,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3907,7 +3712,6 @@ "desc": "Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.\r\n\r\nYou can draw any item the quiver contains as if doing so from a regular quiver or scabbard.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3927,7 +3731,6 @@ "desc": "This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.\r\n\r\nThe first time the bottle is opened, the GM rolls to determine what happens.\r\n\r\n| d100 | Effect |\r\n|--------|--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |\r\n| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |\r\n| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3947,7 +3750,6 @@ "desc": "This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the _conjure elemental_ spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.\r\n\r\n| Gem | Summoned Elemental |\r\n|----------------|--------------------|\r\n| Blue sapphire | Air elemental |\r\n| Yellow diamond | Earth elemental |\r\n| Red corundum | Fire elemental |\r\n| Emerald | Water elemental |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3967,7 +3769,6 @@ "desc": "You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -3987,7 +3788,6 @@ "desc": "Can be used as a holy symbol.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4007,7 +3807,6 @@ "desc": "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -4027,7 +3826,6 @@ "desc": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.\\n\\n**_Inhaled._** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4047,7 +3845,6 @@ "desc": "Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.\r\n\r\nThe cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4067,7 +3864,6 @@ "desc": "These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the _charm person_ spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4087,7 +3883,6 @@ "desc": "These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4107,7 +3902,6 @@ "desc": "These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4127,7 +3921,6 @@ "desc": "This tiny object looks like a feather. Different types of feather tokens exist, each with a different single* use effect. The GM chooses the kind of token or determines it randomly.\r\n\r\n| d100 | Feather Token |\r\n|--------|---------------|\r\n| 01-20 | Anchor |\r\n| 21-35 | Bird |\r\n| 36-50 | Fan |\r\n| 51-65 | Swan boat |\r\n| 66-90 | Tree |\r\n| 91-100 | Whip |\r\n\r\n**_Anchor_**. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.\r\n\r\n**_Bird_**. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.\r\n\r\n**_Fan_**. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.\r\n\r\n**_Swan Boat_**. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot* wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.\r\n\r\n**_Tree_**. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\r\n\r\n**_Whip_**. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.\r\n\r\nAs a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4147,7 +3940,6 @@ "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Bronze Griffon (Rare)_**. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4167,7 +3959,6 @@ "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4187,7 +3978,6 @@ "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Golden Lions (Rare)_**. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4207,7 +3997,6 @@ "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Ivory Goats (Rare_**.These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:\\n\\n* The _goat of traveling_ can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.\\n* The _goat of travail_ becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.\\n* The _goat of terror_ becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a _+1 lance_, and the other becomes a _+2 longsword_. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4227,7 +4016,6 @@ "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Marble Elephant (Rare)_**. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4247,7 +4035,6 @@ "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Obsidian Steed (Very Rare)_**. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.\\n\\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4267,7 +4054,6 @@ "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Onyx Dog (Rare)_**. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4287,7 +4073,6 @@ "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Serpentine Owl (Rare)_**. This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can’t be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4307,7 +4092,6 @@ "desc": "A _figurine of wondrous power_ is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.\\n\\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.\\n\\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.\\n\\n**_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4327,7 +4111,6 @@ "desc": "This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -4347,7 +4130,6 @@ "desc": "A flail.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -4367,7 +4149,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4387,7 +4168,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4407,7 +4187,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4427,7 +4206,6 @@ "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4447,7 +4225,6 @@ "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4467,7 +4244,6 @@ "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4487,7 +4263,6 @@ "desc": "You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4507,7 +4282,6 @@ "desc": "For drinking. Capacity: 1 pint liquid.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -4527,7 +4301,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -4547,7 +4320,6 @@ "desc": "This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.\r\n\r\nOne command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.\r\n\r\nThe second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.\r\n\r\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.\r\n\r\nThe third command word causes the _folding boat_ to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4567,7 +4339,6 @@ "desc": "This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. \\n\\nProficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -4587,7 +4358,6 @@ "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4607,7 +4377,6 @@ "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4627,7 +4396,6 @@ "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4647,7 +4415,6 @@ "desc": "When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.\n\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nWhen you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4667,7 +4434,6 @@ "desc": "A waterborne vehicle. Speed 4 mph", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4687,7 +4453,6 @@ "desc": "Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4707,7 +4472,6 @@ "desc": "This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:\r\n\r\n* The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.\r\n* The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\r\n* The third command word expends 5 charges and causes the gem to flare with blinding light in a 30* foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.\r\n\r\nWhen all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4727,7 +4491,6 @@ "desc": "This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.\r\n\r\nThe gem regains 1d3 expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4747,7 +4510,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4767,7 +4529,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4787,7 +4548,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4807,7 +4567,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4827,7 +4586,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4847,7 +4605,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4867,7 +4624,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4887,7 +4643,6 @@ "desc": "A glaive.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -4907,7 +4662,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4927,7 +4681,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4947,7 +4700,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4967,7 +4719,6 @@ "desc": "While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -4987,7 +4738,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -5007,7 +4757,6 @@ "desc": "These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5027,7 +4776,6 @@ "desc": "While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5047,7 +4795,6 @@ "desc": "One goat.", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "75.000", "armor_class": 10, "hit_points": 4, @@ -5067,7 +4814,6 @@ "desc": "While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5087,7 +4833,6 @@ "desc": "With one gold piece, a character can buy a bedroll, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don't usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -5107,7 +4852,6 @@ "desc": "A grappling hook.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -5127,7 +4871,6 @@ "desc": "A greataxe.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "7.000", "armor_class": 0, "hit_points": 0, @@ -5147,7 +4890,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5167,7 +4909,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5187,7 +4928,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5207,7 +4947,6 @@ "desc": "A greatclub.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -5227,7 +4966,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5247,7 +4985,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5267,7 +5004,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5287,7 +5023,6 @@ "desc": "A great sword.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5307,7 +5042,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5327,7 +5061,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5347,7 +5080,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5367,7 +5099,6 @@ "desc": "A halberd.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -5387,7 +5118,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5407,7 +5137,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5427,7 +5156,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5447,7 +5175,6 @@ "desc": "Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "40.000", "armor_class": 0, "hit_points": 0, @@ -5467,7 +5194,6 @@ "desc": "A hammer.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -5487,7 +5213,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon.\n\n**_Giant's Bane (Requires Attunement)_**. You must be wearing a _belt of giant strength_ (any variety) and _gauntlets of ogre power_ to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.\n\nThe hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5507,7 +5232,6 @@ "desc": "A sledgehammer", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -5527,7 +5251,6 @@ "desc": "A handaxe.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -5547,7 +5270,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5567,7 +5289,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5587,7 +5308,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5607,7 +5327,6 @@ "desc": "This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.\r\n\r\nPlacing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.\r\n\r\nThe haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.\r\n\r\nPlacing the haversack inside an extradimensional space created by a _bag of holding_, _portable hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5627,7 +5346,6 @@ "desc": "While wearing this hat, you can use an action to cast the _disguise self_ spell from it at will. The spell ends if the hat is removed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5647,7 +5365,6 @@ "desc": "Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5667,7 +5384,6 @@ "desc": "This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -5687,7 +5403,6 @@ "desc": "This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.\r\n\r\nYou gain the following benefits while wearing it:\r\n\r\n* You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: _daylight_ (opal), _fireball_ (fire opal), _prismatic spray_ (diamond), or _wall of fire_ (ruby). The gem is destroyed when the spell is cast and disappears from the helm.\r\n* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.\r\n* As long as the helm has at least one ruby, you have resistance to fire damage.\r\n* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.\r\n\r\nRoll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5707,7 +5422,6 @@ "desc": "While wearing this helm, you can use an action to cast the _comprehend languages_ spell from it at will.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5727,7 +5441,6 @@ "desc": "While wearing this helm, you can use an action to cast the _detect thoughts_ spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues.\r\n\r\nWhile focusing on a creature with _detect thoughts_, you can use an action to cast the _suggestion_ spell (save DC 13) from the helm on that creature. Once used, the _suggestion_ property can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5747,7 +5460,6 @@ "desc": "This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _teleport_ spell from it. The helm regains 1d3\r\n\r\nexpended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5767,7 +5479,6 @@ "desc": "This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create\r\nantitoxin and potions of healing.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -5787,7 +5498,6 @@ "desc": "This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "12.000", "armor_class": 0, "hit_points": 0, @@ -5807,7 +5517,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5827,7 +5536,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5847,7 +5555,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5867,7 +5574,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.\n\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5887,7 +5593,6 @@ "desc": "As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact.In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.\\n\\nA cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-­‐‑level spell slot.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -5907,7 +5612,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -5927,7 +5631,6 @@ "desc": "You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.\r\n\r\nEach use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5947,7 +5650,6 @@ "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5967,7 +5669,6 @@ "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -5987,7 +5688,6 @@ "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6007,7 +5707,6 @@ "desc": "You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.\\n\\nFour types of _horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.\\n\\n| d100 | Horn Type | Berserkers Summoned | Requirement |\\n|--------|-----------|---------------------|--------------------------------------|\\n| 01-40 | Silver | 2d4 + 2 | None |\\n| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |\\n| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |\\n| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |\\n\\nIf you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6027,7 +5726,6 @@ "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6047,7 +5745,6 @@ "desc": "These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6067,7 +5764,6 @@ "desc": "An hourglass.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -6087,7 +5783,6 @@ "desc": "When you use your action to set it, this trap forms a saw-­‐‑toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "25.000", "armor_class": 0, "hit_points": 0, @@ -6107,7 +5802,6 @@ "desc": "This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6127,7 +5821,6 @@ "desc": "A bottle of ink.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6147,7 +5840,6 @@ "desc": "A pen for writing with ink.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6167,7 +5859,6 @@ "desc": "You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.\r\n\r\nThe fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the _knock_ spell and similar magic, such as that of a _chime of opening_.\r\n\r\nEach creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.\r\n\r\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points,\r\n\r\nimmunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a _wish_ spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of _wish_ causes the roof, the door, or one wall to regain 50 hit points.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6187,7 +5878,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\r\n\r\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\r\n\r\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\r\n\r\n**_Absorption (Very Rare)_**. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.\r\n\r\nOnce the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6207,7 +5897,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Agility (Very Rare)._** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6227,7 +5916,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Awareness (Rare)._** You can't be surprised while this dark blue rhomboid orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6247,7 +5935,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Fortitude (Very Rare)_**. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6267,7 +5954,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Greater Absorption (Legendary)._** While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.\\n\\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6287,7 +5973,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Insight (Very Rare)._** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6307,7 +5992,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Intellect (Very Rare)._** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6327,7 +6011,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Leadership (Very Rare)._** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6347,7 +6030,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Mastery (Legendary)._** Your proficiency bonus increases by 1 while this pale green prism orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6367,7 +6049,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Protection (Rare)_**. You gain a +1 bonus to AC while this dusty rose prism orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6387,7 +6068,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Regeneration (Legendary)_**. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6407,7 +6087,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Reserve (Rare)._** This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the GM.\\n\\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\\n\\nWhile this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6427,7 +6106,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Strength (Very Rare)._** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6447,7 +6125,6 @@ "desc": "An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.\\n\\nWhen you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.\\n\\nA stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.\\n\\n**_Sustenance (Rare)._** You don't need to eat or drink while this clear spindle orbits your head.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 24, "hit_points": 10, @@ -6467,7 +6144,6 @@ "desc": "This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.\r\n\r\nMake a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.\r\n\r\nA creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.\r\n\r\nOnce the bands are used, they can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6487,7 +6163,6 @@ "desc": "This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.\r\n\r\nYou can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.\r\n\r\nAn _identify_ spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.\r\n\r\n| d100 | Contents |\r\n|-------|-------------------|\r\n| 1-50 | Empty |\r\n| 51-54 | Demon (type 1) |\r\n| 55-58 | Demon (type 2) |\r\n| 59-62 | Demon (type 3) |\r\n| 63-64 | Demon (type 4) |\r\n| 65 | Demon (type 5) |\r\n| 66 | Demon (type 6) |\r\n| 67 | Deva |\r\n| 68-69 | Devil (greater) |\r\n| 70-73 | Devil (lesser) |\r\n| 74-75 | Djinni |\r\n| 76-77 | Efreeti |\r\n| 78-83 | Elemental (any) |\r\n| 84-86 | Invisible stalker |\r\n| 87-90 | Night hag |\r\n| 91 | Planetar |\r\n| 92-95 | Salamander |\r\n| 96 | Solar |\r\n| 97-99 | Succubus/incubus |\r\n| 100 | Xorn |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6507,7 +6182,6 @@ "desc": "A javelin", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6527,7 +6201,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6547,7 +6220,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6567,7 +6239,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6587,7 +6258,6 @@ "desc": "This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.\n\nThe javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6607,7 +6277,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6627,7 +6296,6 @@ "desc": "For drinking a lot. Capacity: 1 gallon liquid.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -6647,7 +6315,6 @@ "desc": "Waterborne vehicle. Speed is 1mph.", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6667,7 +6334,6 @@ "desc": "A 10 foot ladder.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "25.000", "armor_class": 0, "hit_points": 0, @@ -6687,7 +6353,6 @@ "desc": "A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -6707,7 +6372,6 @@ "desc": "Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-­foot‑square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -6727,7 +6391,6 @@ "desc": "A lance.\r\n\r\nYou have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -6747,7 +6410,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6767,7 +6429,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6787,7 +6448,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6807,7 +6467,6 @@ "desc": "A bullseye lantern casts bright light in a 60-­‐‑foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6827,7 +6486,6 @@ "desc": "A hooded lantern casts bright light in a 30-­‐‑foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-­‐‑foot radius.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6847,7 +6505,6 @@ "desc": "While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6867,7 +6524,6 @@ "desc": "The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -6887,7 +6543,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -6907,7 +6562,6 @@ "desc": "A light hammer.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -6927,7 +6581,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6947,7 +6600,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6967,7 +6619,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -6987,7 +6638,6 @@ "desc": "A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -7007,7 +6657,6 @@ "desc": "A longbow.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -7027,7 +6676,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7047,7 +6695,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7067,7 +6714,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7087,7 +6733,6 @@ "desc": "Waterborne vehicle. Speed 3mph.", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7107,7 +6752,6 @@ "desc": "A longsword", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -7127,7 +6771,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7147,7 +6790,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7167,7 +6809,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7187,7 +6828,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7207,7 +6847,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7227,7 +6866,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7247,7 +6885,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.\n\n**_Luck_**. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.\n\n**_Wish_**. The sword has 1d4 - 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7267,7 +6904,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -7287,7 +6923,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -7307,7 +6942,6 @@ "desc": "A mace.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -7327,7 +6961,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7347,7 +6980,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7367,7 +6999,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7387,7 +7018,6 @@ "desc": "When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.\n\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7407,7 +7037,6 @@ "desc": "You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.\n\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7427,7 +7056,6 @@ "desc": "This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.\n\nThe mace regains 1d3 expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7447,7 +7075,6 @@ "desc": "This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7467,7 +7094,6 @@ "desc": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.\\n\\n**_Inhaled._** These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7487,7 +7113,6 @@ "desc": "These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 15, @@ -7507,7 +7132,6 @@ "desc": "You have advantage on saving throws against spells while you wear this cloak.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7527,7 +7151,6 @@ "desc": "This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7547,7 +7170,6 @@ "desc": "This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7567,7 +7189,6 @@ "desc": "This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a _manual of golems_ and attempts to read it takes 6d6 psychic damage.\r\n\r\n| d20 | Golem | Time | Cost |\r\n|-------|-------|----------|------------|\r\n| 1-5 | Clay | 30 days | 65,000 gp |\r\n| 6-17 | Flesh | 60 days | 50,000 gp |\r\n| 18 | Iron | 120 days | 100,000 gp |\r\n| 19-20 | Stone | 90 days | 80,000 gp |\r\n\r\nTo create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.\r\n\r\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7587,7 +7208,6 @@ "desc": "This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7607,7 +7227,6 @@ "desc": "Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.\r\n\r\nEach pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.\r\n\r\nWhen you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.\r\n\r\nNothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.\r\n\r\nIf you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7627,7 +7246,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -7647,7 +7265,6 @@ "desc": "A maul.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -7667,7 +7284,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7687,7 +7303,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7707,7 +7322,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7727,7 +7341,6 @@ "desc": "The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _detect thoughts_ spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7747,7 +7360,6 @@ "desc": "This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -7767,7 +7379,6 @@ "desc": "A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.\\n\\n **_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7787,7 +7398,6 @@ "desc": "When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.\r\n\r\nIf the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.\r\n\r\nAny creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.\r\n\r\nAn extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.\r\n\r\nIf the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.\r\n\r\nWhile within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.\r\n\r\nIn a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7807,7 +7417,6 @@ "desc": "A mirror.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, @@ -7827,7 +7436,6 @@ "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7847,7 +7455,6 @@ "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7867,7 +7474,6 @@ "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7887,7 +7493,6 @@ "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7907,7 +7512,6 @@ "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7927,7 +7531,6 @@ "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7947,7 +7550,6 @@ "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7967,7 +7569,6 @@ "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -7987,7 +7588,6 @@ "desc": "Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8007,7 +7607,6 @@ "desc": "A morningstar", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -8027,7 +7626,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8047,7 +7645,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8067,7 +7664,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8087,7 +7683,6 @@ "desc": "This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -8107,7 +7702,6 @@ "desc": "While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as _cloudkill_ and _stinking cloud_ effects, inhaled poisons, and the breath weapons of some dragons).", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8127,7 +7721,6 @@ "desc": "This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level _fireball_ spell (save DC 15).\r\n\r\nYou can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the _fireball_ by 1 for each bead beyond the first.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8147,7 +7740,6 @@ "desc": "This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.\r\n\r\nSix types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.\r\n\r\n| d20 | Bead of... | Spell |\r\n|-------|--------------|-----------------------------------------------|\r\n| 1-6 | Blessing | Bless |\r\n| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration |\r\n| 13-16 | Favor | Greater restoration |\r\n| 17-18 | Smiting | Branding smite |\r\n| 19 | Summons | Planar ally |\r\n| 20 | Wind walking | Wind walk |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8167,7 +7759,6 @@ "desc": "A net.\r\n\r\nA Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.\r\n\r\nWhen you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -8187,7 +7778,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8207,7 +7797,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8227,7 +7816,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8247,7 +7835,6 @@ "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8267,7 +7854,6 @@ "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8287,7 +7873,6 @@ "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8307,7 +7892,6 @@ "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon.\n\nThe sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8327,7 +7911,6 @@ "desc": "When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.\n\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.\n\nWhile your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8347,7 +7930,6 @@ "desc": "Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the _etherealness_ spell for 1 hour.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8367,7 +7949,6 @@ "desc": "This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8387,7 +7968,6 @@ "desc": "This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a _freedom of movement_ spell for 8 hours.\n\nAlternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the _grease_ spell in that area for 8 hours.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8407,7 +7987,6 @@ "desc": "A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.\\n\\n **_Contact._** Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8427,7 +8006,6 @@ "desc": "Can be used as an Arcane Focus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -8447,7 +8025,6 @@ "desc": "Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards came together and worked their greatest magic, forging five _Orbs of Dragonkind_ (or _Dragon Orbs_) to help them defeat the dragons. One orb was taken to each of the five wizard towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.\\n\\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.\\n\\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.\\n\\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.\\n\\nWhile attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.\\n\\nWhile you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts _suggestion_ on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.\\n\\n**_Random Properties_**. An _Orb of Dragonkind_ has the following random properties:\\n\\n* 2 minor beneficial properties\\n* 1 minor detrimental property\\n* 1 major detrimental property\\n\\n**_Spells_**. The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: _cure wounds_ (5th-level version, 3 charges), _daylight_ (1 charge), _death ward_ (2 charges), or _scrying_ (3 charges).\\n\\nYou can also use an action to cast the _detect magic_ spell from the orb without using any charges.\\n\\n**_Call Dragons_**. While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.\\n\\n**_Destroying an Orb_**. An _Orb of Dragonkind_ appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A _disintegrate_ spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8467,7 +8044,6 @@ "desc": "One ox.", "document": "srd", "size": "large", - "size_integer": 4, "weight": "1500.000", "armor_class": 10, "hit_points": 15, @@ -8487,7 +8063,6 @@ "desc": "Padded armor consists of quilted layers of cloth and batting.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -8507,7 +8082,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -8527,7 +8101,6 @@ "desc": "A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally. \\n\\n **_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8547,7 +8120,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -8567,7 +8139,6 @@ "desc": "A sheet of paper", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8587,7 +8158,6 @@ "desc": "A sheet of parchment", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8607,7 +8177,6 @@ "desc": "While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8627,7 +8196,6 @@ "desc": "A vial of perfume.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8647,7 +8215,6 @@ "desc": "You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8667,7 +8234,6 @@ "desc": "This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8687,7 +8253,6 @@ "desc": "While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8707,7 +8272,6 @@ "desc": "The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8727,7 +8291,6 @@ "desc": "A pick for mining.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -8747,7 +8310,6 @@ "desc": "One pig.", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "400.000", "armor_class": 10, "hit_points": 4, @@ -8767,7 +8329,6 @@ "desc": "A pike.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "18.000", "armor_class": 0, "hit_points": 0, @@ -8787,7 +8348,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8807,7 +8367,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8827,7 +8386,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8847,7 +8405,6 @@ "desc": "You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8867,7 +8424,6 @@ "desc": "You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.\r\n\r\nThe pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.\r\n\r\nWhenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8887,7 +8443,6 @@ "desc": "A piton for climbing.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.250", "armor_class": 0, "hit_points": 0, @@ -8907,7 +8462,6 @@ "desc": "Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "65.000", "armor_class": 0, "hit_points": 0, @@ -8927,7 +8481,6 @@ "desc": "While you're wearing this armor, you can speak its command word as an action to gain the effect of the _etherealness_ spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8947,7 +8500,6 @@ "desc": "This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-­‐‑Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8967,7 +8519,6 @@ "desc": "You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -8987,7 +8538,6 @@ "desc": "A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -9007,7 +8557,6 @@ "desc": "A 10 foot pole.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "7.000", "armor_class": 0, "hit_points": 0, @@ -9027,7 +8576,6 @@ "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\r\n\r\nYou can use an action to unfold a _portable hole_ and place it on or against a solid surface, whereupon the _portable hole_ creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open _portable hole_ can exit the hole by climbing out of it.\r\n\r\nYou can use an action to close a _portable hole_ by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.\r\n\r\nIf the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the _portable hole_ or the creature carrying it. A breathing creature within a closed _portable hole_ can survive for up to 10 minutes, after which time it begins to suffocate.\r\n\r\nPlacing a _portable hole_ inside an extradimensional space created by a _bag of holding_, _handy haversack_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9047,7 +8595,6 @@ "desc": "An iron pot. Capacity: 1 gallon liquid.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -9067,7 +8614,6 @@ "desc": "When you drink this potion, you can cast the _animal friendship_ spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9087,7 +8633,6 @@ "desc": "When you drink this potion, you gain the effect of the _clairvoyance_ spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9107,7 +8652,6 @@ "desc": "When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9127,7 +8671,6 @@ "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9147,7 +8690,6 @@ "desc": "When you drink this potion, you gain the \"reduce\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9167,7 +8709,6 @@ "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9187,7 +8728,6 @@ "desc": "When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9207,7 +8747,6 @@ "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9227,7 +8766,6 @@ "desc": "When you drink this potion, you gain the effect of the _gaseous form_ spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9247,7 +8785,6 @@ "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9267,7 +8804,6 @@ "desc": "When you drink this potion, you gain the \"enlarge\" effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9287,7 +8823,6 @@ "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, @@ -9307,7 +8842,6 @@ "desc": "For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the _bless_ spell (no concentration required). This blue potion bubbles and steams as if boiling.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9327,7 +8861,6 @@ "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9347,7 +8880,6 @@ "desc": "This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9367,7 +8899,6 @@ "desc": "When you drink this potion, you gain the effect of the _detect thoughts_ spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9387,7 +8918,6 @@ "desc": "This concoction looks, smells, and tastes like a _potion of healing_ or other beneficial potion. However, it is actually poison masked by illusion magic. An _identify_ spell reveals its true nature.\n\nIf you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9407,7 +8937,6 @@ "desc": "When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.\n\n| d10 | Damage Type |\n|-----|-------------|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9427,7 +8956,6 @@ "desc": "When you drink this potion, you gain the effect of the _haste_ spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9447,7 +8975,6 @@ "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9467,7 +8994,6 @@ "desc": "When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.\\n\\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The _potion of frost giant strength_ and the _potion of stone giant strength_ have the same effect.\\n\\n| Type of Giant | Strength | Rarity |\\n|-------------------|----------|-----------|\\n| Hill giant | 21 | Uncommon |\\n| Frost/stone giant | 23 | Rare |\\n| Fire giant | 25 | Rare |\\n| Cloud giant | 27 | Very rare |\\n| Storm giant | 29 | Legendary |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9487,7 +9013,6 @@ "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9507,7 +9032,6 @@ "desc": "You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.\\n\\n**Potions of Healing (table)**\\n\\n| Potion of ... | Rarity | HP Regained |\\n|------------------|-----------|-------------|\\n| Healing | Common | 2d4 + 2 |\\n| Greater healing | Uncommon | 4d4 + 4 |\\n| Superior healing | Rare | 8d4 + 8 |\\n| Supreme healing | Very rare | 10d4 + 20 |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9527,7 +9051,6 @@ "desc": "You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9547,7 +9070,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -9567,7 +9089,6 @@ "desc": "A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).\r\nCapacity: 1/5 cubic foot/6 pounds of gear.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -9587,7 +9108,6 @@ "desc": "In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -9607,7 +9127,6 @@ "desc": "This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.\r\n\\n\\n\r\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9627,7 +9146,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9647,7 +9165,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9667,7 +9184,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9687,7 +9203,6 @@ "desc": "A quarterstaff.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -9707,7 +9222,6 @@ "desc": "A quiver can hold up to 20 arrows.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -9727,7 +9241,6 @@ "desc": "You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "35.000", "armor_class": 0, "hit_points": 0, @@ -9747,7 +9260,6 @@ "desc": "A rapier.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -9767,7 +9279,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9787,7 +9298,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9807,7 +9317,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9827,7 +9336,6 @@ "desc": "Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -9847,7 +9355,6 @@ "desc": "Can be used as a holy symbol.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -9867,7 +9374,6 @@ "desc": "This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.\r\n\r\nAs an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9887,7 +9393,6 @@ "desc": "This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "40.000", "armor_class": 0, "hit_points": 0, @@ -9907,7 +9412,6 @@ "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:\n\n* _Animal friendship_ (save DC 13)\n* _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower\n* _Speak with animals_", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9927,7 +9431,6 @@ "desc": "While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.\n\nWhile summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.\n\nAfter the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9947,7 +9450,6 @@ "desc": "This ring is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane.\n\nWhile wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.\n\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.\n\n**_Ring of Air Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.\n\nIf you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to lightning damage.\n* You have a flying speed equal to your walking speed and can hover.\n* You can cast the following spells from the ring, expending the necessary number of charges: _chain lightning_ (3 charges), _gust of wind_ (2 charges), or _wind wall_ (1 charge).\n\n**_Ring of Earth Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.\n\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You have resistance to acid damage.\n* You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.\n* You can cast the following spells from the ring, expending the necessary number of charges: _stone shape_ (2 charges), _stoneskin_ (3 charges), or _wall of stone_ (3 charges).\n\n**_Ring of Fire Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.\n\nIf you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You are immune to fire damage.\n* You can cast the following spells from the ring, expending the necessary number of charges: _burning hands_ (1 charge), _fireball_ (2 charges), and _wall of fire_ (3 charges).\n\n**_Ring of Water Elemental Command_**. You can expend 2 of the ring's charges to cast _dominate monster_ on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.\n\nIf you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:\n\n* You can breathe underwater and have a swimming speed equal to your walking speed.\n* You can cast the following spells from the ring, expending the necessary number of charges: _create or destroy water_ (1 charge), _control water_ (3 charges), _ice storm_ (2 charges), or _wall of ice_ (3 charges).", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9967,7 +9469,6 @@ "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -9987,7 +9488,6 @@ "desc": "When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10007,7 +9507,6 @@ "desc": "While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10027,7 +9526,6 @@ "desc": "While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10047,7 +9545,6 @@ "desc": "While wearing this ring, you can cast the _jump_ spell from it as a bonus action at will, but can target only yourself when you do so.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10067,7 +9564,6 @@ "desc": "While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.\n\nYou can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.\n\nIf you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10087,7 +9583,6 @@ "desc": "You gain a +1 bonus to AC and saving throws while wearing this ring.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10107,7 +9602,6 @@ "desc": "While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10127,7 +9621,6 @@ "desc": "You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.\n\n| d10 | Damage Type | Gem |\n|-----|-------------|------------|\n| 1 | Acid | Pearl |\n| 2 | Cold | Tourmaline |\n| 3 | Fire | Garnet |\n| 4 | Force | Sapphire |\n| 5 | Lightning | Citrine |\n| 6 | Necrotic | Jet |\n| 7 | Poison | Amethyst |\n| 8 | Psychic | Jade |\n| 9 | Radiant | Topaz |\n| 10 | Thunder | Spinel |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10147,7 +9640,6 @@ "desc": "While wearing this ring in dim light or darkness, you can cast _dancing lights_ and _light_ from the ring at will. Casting either spell from the ring requires an action.\n\nThe ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.\n\n**_Faerie Fire_**. You can expend 1 charge as an action to cast _faerie fire_ from the ring.\n\n**_Ball Lightning_**. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.\n\nEach sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.\n\nAs a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.\n\n| Spheres | Lightning Damage |\n|---------|------------------|\n| 4 | 2d4 |\n| 3 | 2d6 |\n| 2 | 5d4 |\n| 1 | 4d12 |\n\n**_Shooting Stars_**. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10167,7 +9659,6 @@ "desc": "This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.\n\nAny creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.\n\nWhile wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10187,7 +9678,6 @@ "desc": "While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10207,7 +9697,6 @@ "desc": "You have a swimming speed of 40 feet while wearing this ring.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10227,7 +9716,6 @@ "desc": "While wearing this ring, you can cast the _telekinesis_ spell at will, but you can target only objects that aren't being worn or carried.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10247,7 +9735,6 @@ "desc": "This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.\n\nAlternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10267,7 +9754,6 @@ "desc": "While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the _wish_ spell from it. The ring becomes nonmagical when you use the last charge.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10287,7 +9773,6 @@ "desc": "While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10307,7 +9792,6 @@ "desc": "While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10327,7 +9811,6 @@ "desc": "While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.\n\nWhenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10347,7 +9830,6 @@ "desc": "This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:\r\n\r\n* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.\r\n* You have darkvision out to a range of 120 feet.\r\n* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.\r\n\r\nThe eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.\r\n\r\nA _light_ spell cast on the robe or a _daylight_ spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for _light_ or DC 15 for _daylight_), ending the blindness on a success.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10367,7 +9849,6 @@ "desc": "This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10387,7 +9868,6 @@ "desc": "This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.\r\n\r\nSix stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast _magic missile_ as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.\r\n\r\nWhile you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10407,7 +9887,6 @@ "desc": "This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a _robe of the archmagi_ that doesn't correspond to your alignment.\r\n\r\nYou gain these benefits while wearing the robe:\r\n\r\n* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.\r\n* You have advantage on saving throws against spells and other magical effects.\r\n* Your spell save DC and spell attack bonus each increase by 2.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10427,7 +9906,6 @@ "desc": "This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.\r\n\r\nThe robe has two of each of the following patches:\r\n\r\n* Dagger\r\n* Bullseye lantern (filled and lit)\r\n* Steel mirror\r\n* 10-foot pole\r\n* Hempen rope (50 feet, coiled)\r\n* Sack\r\n\r\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.\r\n\r\n| d100 | Patch |\r\n|--------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-08 | Bag of 100 gp |\r\n| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |\r\n| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |\r\n| 23-30 | 10 gems worth 100 gp each |\r\n| 31-44 | Wooden ladder (24 feet long) |\r\n| 45-51 | A riding horse with saddle bags |\r\n| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |\r\n| 60-68 | 4 potions of healing |\r\n| 69-75 | Rowboat (12 feet long) |\r\n| 76-83 | Spell scroll containing one spell of 1st to 3rd level |\r\n| 84-90 | 2 mastiffs |\r\n| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |\r\n| 97-100 | Portable ram |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10447,7 +9925,6 @@ "desc": "Robes, for wearing.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -10467,7 +9944,6 @@ "desc": "Can be used as an arcane focus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10487,7 +9963,6 @@ "desc": "While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.\n\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.\n\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.\n\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10507,7 +9982,6 @@ "desc": "This rod has a flanged head and the following properties.\n\n**_Alertness_**. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.\n\n**_Spells_**. While holding the rod, you can use an action to cast one of the following spells from it: _detect evil and good_, _detect magic_, _detect poison and disease_, or _see invisibility._\n\n**_Protective Aura_**. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.\n\nThe rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10527,7 +10001,6 @@ "desc": "This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.\n\n**_Six Buttons_**. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.\n\nIf you press **button 1**, the rod becomes a _flame tongue_, as a fiery blade sprouts from the end opposite the rod's flanged head.\n\nIf you press **button 2**, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 3**, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.\n\nIf you press **button 4**, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.\n\nIf you press **button 5**, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.\n\nIf you press **button 6**, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.\n\n**_Drain Life_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.\n\n**_Paralyze_**. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.\n\n**_Terrify_**. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10547,7 +10020,6 @@ "desc": "You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10567,7 +10039,6 @@ "desc": "While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.\n\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).\n\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10587,7 +10058,6 @@ "desc": "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 2, @@ -10607,7 +10077,6 @@ "desc": "This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.\r\n\r\nIf you tell the rope to knot, large knots appear at 1* foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10627,7 +10096,6 @@ "desc": "This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.\r\n\r\nYou can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.\r\n\r\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10647,7 +10115,6 @@ "desc": "Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -10667,7 +10134,6 @@ "desc": "Waterborne vehicle. Speed 1.5mph", "document": "srd", "size": "large", - "size_integer": 4, "weight": "100.000", "armor_class": 0, "hit_points": 0, @@ -10687,7 +10153,6 @@ "desc": "A sack. Capacity: 1 cubic foot/30 pounds of gear.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, @@ -10707,7 +10172,6 @@ "desc": "Waterborne vehicle. Speed 2mph", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10727,7 +10191,6 @@ "desc": "This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "45.000", "armor_class": 0, "hit_points": 0, @@ -10747,7 +10210,6 @@ "desc": "A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -10767,7 +10229,6 @@ "desc": "If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:\r\n\r\n* You have advantage on saving throws against spells.\r\n* The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10787,7 +10248,6 @@ "desc": "A scimitar.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -10807,7 +10267,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10827,7 +10286,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10847,7 +10305,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10867,7 +10324,6 @@ "desc": "You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10887,7 +10343,6 @@ "desc": "For sealing written letters.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10907,7 +10362,6 @@ "desc": "This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.\r\n\\n\\n\r\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -10927,7 +10381,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -10947,7 +10400,6 @@ "desc": "One sheep.", "document": "srd", "size": "medium", - "size_integer": 3, "weight": "75.000", "armor_class": 10, "hit_points": 4, @@ -10967,7 +10419,6 @@ "desc": "A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "6.000", "armor_class": 0, "hit_points": 0, @@ -10987,7 +10438,6 @@ "desc": "While holding this shield, you have resistance to damage from ranged weapon attacks.\n\n**_Curse_**. This shield is cursed. Attuning to it curses you until you are targeted by the _remove curse_ spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11007,7 +10457,6 @@ "desc": "A shortbow", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -11027,7 +10476,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11047,7 +10495,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11067,7 +10514,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11087,7 +10533,6 @@ "desc": "A short sword.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -11107,7 +10552,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11127,7 +10571,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11147,7 +10590,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11167,7 +10609,6 @@ "desc": "A shovel.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -11187,7 +10628,6 @@ "desc": "A sickle.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -11207,7 +10647,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11227,7 +10666,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11247,7 +10685,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11267,7 +10704,6 @@ "desc": "For signalling.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11287,7 +10723,6 @@ "desc": "A ring with a signet on it.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11307,7 +10742,6 @@ "desc": "Drawn vehicle", "document": "srd", "size": "large", - "size_integer": 4, "weight": "300.000", "armor_class": 0, "hit_points": 0, @@ -11327,7 +10761,6 @@ "desc": "A sling.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11347,7 +10780,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11367,7 +10799,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11387,7 +10818,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11407,7 +10837,6 @@ "desc": "Technically their cost is 20 for 4cp.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.075", "armor_class": 0, "hit_points": 0, @@ -11427,7 +10856,6 @@ "desc": "While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11447,7 +10875,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "8.000", "armor_class": 0, "hit_points": 0, @@ -11467,7 +10894,6 @@ "desc": "For cleaning.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11487,7 +10913,6 @@ "desc": "This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _oil of slipperiness._ When found, a container contains 1d6 + 1 ounces.\r\n\r\nOne ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11507,7 +10932,6 @@ "desc": "One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a laborer's work for half a day, a flask of lamp oil, or a night's rest in a poor inn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.020", "armor_class": 0, "hit_points": 0, @@ -11527,7 +10951,6 @@ "desc": "A spear.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -11547,7 +10970,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11567,7 +10989,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11587,7 +11008,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11607,7 +11027,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11627,7 +11046,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11647,7 +11065,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11667,7 +11084,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11687,7 +11103,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11707,7 +11122,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11727,7 +11141,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11747,7 +11160,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11767,7 +11179,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11787,7 +11198,6 @@ "desc": "A _spell scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.\\n\\nIf the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.\\n\\nThe level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.\\n\\n**Spell Scroll (table)**\\n\\n| Spell Level | Rarity | Save DC | Attack Bonus |\\n|-------------|-----------|---------|--------------|\\n| Cantrip | Common | 13 | +5 |\\n| 1st | Common | 13 | +5 |\\n| 2nd | Uncommon | 13 | +5 |\\n| 3rd | Uncommon | 15 | +7 |\\n| 4th | Rare | 15 | +7 |\\n| 5th | Rare | 17 | +9 |\\n| 6th | Very rare | 17 | +9 |\\n| 7th | Very rare | 18 | +10 |\\n| 8th | Very rare | 18 | +10 |\\n| 9th | Legendary | 19 | +11 |\\n\\nA wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11807,7 +11217,6 @@ "desc": "Essential for wizards, a spellbook is a leather-­‐‑bound tome with 100 blank vellum pages suitable for recording spells.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -11827,7 +11236,6 @@ "desc": "While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11847,7 +11255,6 @@ "desc": "This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.\r\n\r\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a _sphere of annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.\r\n\r\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.\r\n\r\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.\r\n\r\nIf the sphere comes into contact with a planar portal, such as that created by the _gate_ spell, or an extradimensional space, such as that within a _portable hole_, the GM determines randomly what happens, using the following table.\r\n\r\n| d100 | Result |\r\n|--------|------------------------------------------------------------------------------------------------------------------------------------|\r\n| 01-50 | The sphere is destroyed. |\r\n| 51-85 | The sphere moves through the portal or into the extradimensional space. |\r\n| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11867,7 +11274,6 @@ "desc": "An iron spike.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.500", "armor_class": 0, "hit_points": 0, @@ -11887,7 +11293,6 @@ "desc": "This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "60.000", "armor_class": 0, "hit_points": 0, @@ -11907,7 +11312,6 @@ "desc": "A sprig of mistletoe that can be used as a druidic focus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11927,7 +11331,6 @@ "desc": "Objects viewed through a spyglass are magnified to twice their size.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -11947,7 +11350,6 @@ "desc": "Can be used as an arcane focus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -11967,7 +11369,6 @@ "desc": "While holding this staff, you can use an action to expend 1 of its 10 charges to cast _charm person_, _command_, _or comprehend languages_ from it using your spell save DC. The staff can also be used as a magic quarterstaff.\n\nIf you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.\n\nThe staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -11987,7 +11388,6 @@ "desc": "You have resistance to fire damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _burning hands_ (1 charge), _fireball_ (3 charges), or _wall of fire_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12007,7 +11407,6 @@ "desc": "You have resistance to cold damage while you hold this staff.\n\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: _cone of cold_ (5 charges), _fog cloud_ (1 charge), _ice storm_ (4 charges), or _wall of ice_ (4 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12027,7 +11426,6 @@ "desc": "This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: _cure wounds_ (1 charge per spell level, up to 4th), _lesser restoration_ (2 charges), or _mass cure wounds_ (5 charges).\n\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12047,7 +11445,6 @@ "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.\n\nThe staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.\n\n**_Power Strike_**. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.\n\n**_Spells_**. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: _cone of cold_ (5 charges), _fireball_ (5th-level version, 5 charges), _globe of invulnerability_ (6 charges), _hold monster_ (5 charges), _levitate_ (2 charges), _lightning bolt_ (5th-level version, 5 charges), _magic missile_ (1 charge), _ray of enfeeblement_ (1 charge), or _wall of force_ (5 charges).\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12067,7 +11464,6 @@ "desc": "This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.\n\nThe staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12087,7 +11483,6 @@ "desc": "This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: _giant insect_ (4 charges) or _insect plague_ (5 charges).\n\n**_Insect Cloud_**. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12107,7 +11502,6 @@ "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.\n\nThe staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.\n\n**_Spell Absorption_**. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).\n\n**_Spells_**. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: _conjure elemental_ (7 charges), _dispel magic_ (3 charges), _fireball_ (7th-level version, 7 charges), _flaming sphere_ (2 charges), _ice storm_ (4 charges), _invisibility_ (2 charges), _knock_ (2 charges), _lightning bolt_ (7th-level version, 7 charges), _passwall_ (5 charges), _plane shift_ (7 charges), _telekinesis_ (5 charges), _wall of fire_ (4 charges), or _web_ (2 charges).\n\nYou can also use an action to cast one of the following spells from the staff without using any charges: _arcane lock_, _detect magic_, _enlarge/reduce_, _light_, _mage hand_, or _protection from evil and good._\n\n**_Retributive Strike_**. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.\n\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.\n\n| Distance from Origin | Damage |\n|-----------------------|----------------------------------------|\n| 10 ft. away or closer | 8 × the number of charges in the staff |\n| 11 to 20 ft. away | 6 × the number of charges in the staff |\n| 21 to 30 ft. away | 4 × the number of charges in the staff |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12127,7 +11521,6 @@ "desc": "You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.\n\nOn your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.\n\nIf the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12147,7 +11540,6 @@ "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.\n\nThe staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.\n\n**_Spells_**. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: _animal friendship_ (1 charge), _awaken_ (5 charges), _barkskin_ (2 charges), _locate animals or plants_ (2 charges), _speak with animals_ (1 charge), _speak with plants_ (3 charges), or _wall of thorns_ (6 charges).\n\nYou can also use an action to cast the _pass without trace_ spell from the staff without using any charges. **_Tree Form_**. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.\n\nThe tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12167,7 +11559,6 @@ "desc": "This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.\n\n**_Lightning_**. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.\n\n**_Thunder_**. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.\n\n**_Lightning Strike_**. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**_Thunderclap_**. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.\n\n**_Thunder and Lightning_**. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12187,7 +11578,6 @@ "desc": "This staff has 3 charges and regains 1d3 expended charges daily at dawn.\n\nThe staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12207,7 +11597,6 @@ "desc": "If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12227,7 +11616,6 @@ "desc": "While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12247,7 +11635,6 @@ "desc": "Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "13.000", "armor_class": 0, "hit_points": 0, @@ -12267,7 +11654,6 @@ "desc": "This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the _sun blade_.\n\nYou gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.\n\nThe sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12287,7 +11673,6 @@ "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12307,7 +11692,6 @@ "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12327,7 +11711,6 @@ "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12347,7 +11730,6 @@ "desc": "When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn't a construct or an undead. You gain temporary hit points equal to the extra damage dealt.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12367,7 +11749,6 @@ "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12387,7 +11768,6 @@ "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12407,7 +11787,6 @@ "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12427,7 +11806,6 @@ "desc": "When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.\n\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.\n\nIn addition, you can speak the sword's command word to cause the blade to shed bright light in a 10* foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12447,7 +11825,6 @@ "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12467,7 +11844,6 @@ "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12487,7 +11863,6 @@ "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12507,7 +11882,6 @@ "desc": "Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.\n\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12527,7 +11901,6 @@ "desc": "This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12547,7 +11920,6 @@ "desc": "When you make an Intelligence (Arcana) check to control a _sphere of annihilation_ while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _sphere of annihilation_, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12567,7 +11939,6 @@ "desc": "This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.\r\n\r\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.\r\n\r\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12587,7 +11958,6 @@ "desc": "A simple and portable canvas shelter, a tent sleeps two.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "20.000", "armor_class": 0, "hit_points": 0, @@ -12607,7 +11977,6 @@ "desc": "This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-­‐‑bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -12627,7 +11996,6 @@ "desc": "This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -12647,7 +12015,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "10.000", "armor_class": 0, "hit_points": 0, @@ -12667,7 +12034,6 @@ "desc": "This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12687,7 +12053,6 @@ "desc": "This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12707,7 +12072,6 @@ "desc": "This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12727,7 +12091,6 @@ "desc": "A torch burns for 1 hour, providing bright light in a 20-­‐‑foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -12747,7 +12110,6 @@ "desc": "A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.\r\n\\n\\n\r\n**_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12767,7 +12129,6 @@ "desc": "Can be used as a druidic focus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12787,7 +12148,6 @@ "desc": "A trident.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -12807,7 +12167,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12827,7 +12186,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12847,7 +12205,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12867,7 +12224,6 @@ "desc": "This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast _dominate beast_ (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12887,7 +12243,6 @@ "desc": "A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.\r\n\\n\\n\r\n**_Ingested._** A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12907,7 +12262,6 @@ "desc": "This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including _sovereign glue._", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12927,7 +12281,6 @@ "desc": "For holding liquids. Capacity: 4 ounces liquid.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12947,7 +12300,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12967,7 +12319,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -12987,7 +12338,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13007,7 +12357,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13027,7 +12376,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13047,7 +12395,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13067,7 +12414,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13087,7 +12433,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13107,7 +12452,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13127,7 +12471,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13147,7 +12490,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13167,7 +12509,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13187,7 +12528,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13207,7 +12547,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13227,7 +12566,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13247,7 +12585,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13267,7 +12604,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13287,7 +12623,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13307,7 +12642,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13327,7 +12661,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13347,7 +12680,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13367,7 +12699,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13387,7 +12718,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13407,7 +12737,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13427,7 +12756,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13447,7 +12775,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13467,7 +12794,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13487,7 +12813,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13507,7 +12832,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13527,7 +12851,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13547,7 +12870,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13567,7 +12889,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13587,7 +12908,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13607,7 +12927,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13627,7 +12946,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13647,7 +12965,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13667,7 +12984,6 @@ "desc": "When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13687,7 +13003,6 @@ "desc": "Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -13707,7 +13022,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13727,7 +13041,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13747,7 +13060,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13767,7 +13079,6 @@ "desc": "You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.\n\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13787,7 +13098,6 @@ "desc": "Drawn vehicle.", "document": "srd", "size": "large", - "size_integer": 4, "weight": "400.000", "armor_class": 0, "hit_points": 0, @@ -13807,7 +13117,6 @@ "desc": "Can be used as an arcane focus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -13827,7 +13136,6 @@ "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_Spells_**. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): _hold monster_ (5 charges) or _hold person_ (2 charges).\n\n**_Assisted Escape_**. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13847,7 +13155,6 @@ "desc": "This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13867,7 +13174,6 @@ "desc": "This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.\n\n**_Command_**. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the _command_ spell (save DC 15).\n\n**_Cone of Fear_**. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13887,7 +13193,6 @@ "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _fireball_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13907,7 +13212,6 @@ "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _lightning bolt_ spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13927,7 +13231,6 @@ "desc": "This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the _detect magic_ spell from it. The wand regains 1d3 expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13947,7 +13250,6 @@ "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _magic missile_ spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13967,7 +13269,6 @@ "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -13987,7 +13288,6 @@ "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _polymorph_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14007,7 +13307,6 @@ "desc": "The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14027,7 +13326,6 @@ "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14047,7 +13345,6 @@ "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14067,7 +13364,6 @@ "desc": "While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14087,7 +13383,6 @@ "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _web_ spell (save DC 15) from it.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14107,7 +13402,6 @@ "desc": "This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.\n\nIf the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.\n\nIf an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.\n\nThe wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.\n\n| d100 | Effect |\n|--------|----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| 01-05 | You cast slow. 06-10 You cast faerie fire. |\n| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |\n| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |\n| 26-30 | You cast stinking cloud. |\n| 31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. |\n| 34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. |\n| 37-46 | You cast lightning bolt. |\n| 47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. |\n| 50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. |\n| 54-58 | You cast darkness. |\n| 59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. |\n| 63-65 | An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. |\n| 66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself. |\n| 70-79 | You cast fireball. |\n| 80-84 | You cast invisibility on yourself. |\n| 85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. |\n| 88-90 | A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. |\n| 91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. |\n| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |\n| 98-100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. |", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14127,7 +13421,6 @@ "desc": "A war pick.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -14147,7 +13440,6 @@ "desc": "A warhammer.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -14167,7 +13459,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14187,7 +13478,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14207,7 +13497,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14227,7 +13516,6 @@ "desc": "A war pick.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "2.000", "armor_class": 0, "hit_points": 0, @@ -14247,7 +13535,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14267,7 +13554,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14287,7 +13573,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14307,7 +13592,6 @@ "desc": "Waterborne vehicle. Speed 2.5mph", "document": "srd", "size": "gargantuan", - "size_integer": 6, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14327,7 +13611,6 @@ "desc": "For drinking. 5lb is the full weight. Capacity: 4 pints liquid.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -14347,7 +13630,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -14367,7 +13649,6 @@ "desc": "This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.\r\n\r\nYou can use an action to unfold and place the _well of many worlds_ on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once _well of many worlds_ has opened a portal, it can't do so again for 1d8 hours.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14387,7 +13668,6 @@ "desc": "For sharpening.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, @@ -14407,7 +13687,6 @@ "desc": "A whip.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "3.000", "armor_class": 0, "hit_points": 0, @@ -14427,7 +13706,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14447,7 +13725,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14467,7 +13744,6 @@ "desc": "You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14487,7 +13763,6 @@ "desc": "While holding this fan, you can use an action to cast the _gust of wind_ spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14507,7 +13782,6 @@ "desc": "While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.\r\n\r\nThe boots regain 2 hours of flying capability for every 12 hours they aren't in use.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14527,7 +13801,6 @@ "desc": "While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.\r\n\r\n\r\n\r\n\r\n## Sentient Magic Items\r\n\r\nSome magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.\r\n\r\nMost sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.\r\n\r\nSentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14547,7 +13820,6 @@ "desc": "These special tools include the items needed to pursue a craft or trade.\\n\\n\r\nProficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "5.000", "armor_class": 0, "hit_points": 0, @@ -14567,7 +13839,6 @@ "desc": "Can be used as a druidic focus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "4.000", "armor_class": 0, "hit_points": 0, @@ -14587,7 +13858,6 @@ "desc": "This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.\r\n\\n\\n\r\n**_Injury._** Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "0.000", "armor_class": 0, "hit_points": 0, @@ -14607,7 +13877,6 @@ "desc": "Can be used as a druidic focus.", "document": "srd", "size": "tiny", - "size_integer": 1, "weight": "1.000", "armor_class": 0, "hit_points": 0, From 0c900aeb88a331fbd3ca31d36abc8e562673744a Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 14:43:30 -0500 Subject: [PATCH 14/36] Size is not nullable. --- api_v2/migrations/0057_auto_20240314_1943.py | 24 ++++++++++++++++++++ api_v2/models/object.py | 1 - 2 files changed, 24 insertions(+), 1 deletion(-) create mode 100644 api_v2/migrations/0057_auto_20240314_1943.py diff --git a/api_v2/migrations/0057_auto_20240314_1943.py b/api_v2/migrations/0057_auto_20240314_1943.py new file mode 100644 index 00000000..041e4b81 --- /dev/null +++ b/api_v2/migrations/0057_auto_20240314_1943.py @@ -0,0 +1,24 @@ +# Generated by Django 3.2.20 on 2024-03-14 19:43 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0056_auto_20240314_1940'), + ] + + operations = [ + migrations.AlterField( + model_name='creature', + name='size', + field=models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, to='api_v2.size'), + ), + migrations.AlterField( + model_name='item', + name='size', + field=models.ForeignKey(on_delete=django.db.models.deletion.CASCADE, to='api_v2.size'), + ), + ] diff --git a/api_v2/models/object.py b/api_v2/models/object.py index 36f98ee6..8a61e5cd 100644 --- a/api_v2/models/object.py +++ b/api_v2/models/object.py @@ -18,7 +18,6 @@ class Object(HasName): size = models.ForeignKey( "Size", - null=True, on_delete=models.CASCADE) weight = models.DecimalField( From 548b9915d6410763af194709eb2988c6603a9e64 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 14:53:59 -0500 Subject: [PATCH 15/36] Adding size object to creatures and items. --- api_v2/serializers/__init__.py | 2 ++ api_v2/serializers/creature.py | 4 +++- api_v2/serializers/item.py | 3 +++ api_v2/serializers/size.py | 15 +++++++++++++++ api_v2/views/__init__.py | 2 ++ api_v2/views/size.py | 16 ++++++++++++++++ server/urls.py | 1 + 7 files changed, 42 insertions(+), 1 deletion(-) create mode 100644 api_v2/serializers/size.py create mode 100644 api_v2/views/size.py diff --git a/api_v2/serializers/__init__.py b/api_v2/serializers/__init__.py index d4f1ac33..e2a22d18 100644 --- a/api_v2/serializers/__init__.py +++ b/api_v2/serializers/__init__.py @@ -38,3 +38,5 @@ from .characterclass import CharacterClassSerializer from .characterclass import FeatureSerializer from .characterclass import FeatureItemSerializer + +from .size import SizeSerializer diff --git a/api_v2/serializers/creature.py b/api_v2/serializers/creature.py index 3ef8ea07..cfa13a99 100644 --- a/api_v2/serializers/creature.py +++ b/api_v2/serializers/creature.py @@ -7,6 +7,7 @@ from api_v2 import models from .abstracts import GameContentSerializer +from .size import SizeSerializer @@ -103,6 +104,7 @@ class CreatureSerializer(GameContentSerializer): skill_bonuses = serializers.SerializerMethodField() all_skill_bonuses = serializers.SerializerMethodField() actions = serializers.SerializerMethodField() + size = SizeSerializer(read_only=True, context={'request': {}}) class Meta: model = models.Creature @@ -111,8 +113,8 @@ class Meta: 'document', 'key', 'name', - 'category', 'size', + 'category', 'type', 'alignment', 'weight', diff --git a/api_v2/serializers/item.py b/api_v2/serializers/item.py index a2ba1e57..289971f6 100644 --- a/api_v2/serializers/item.py +++ b/api_v2/serializers/item.py @@ -5,6 +5,8 @@ from api_v2 import models from .abstracts import GameContentSerializer +from .size import SizeSerializer + class ArmorSerializer(GameContentSerializer): @@ -34,6 +36,7 @@ class ItemSerializer(GameContentSerializer): key = serializers.ReadOnlyField() is_magic_item = serializers.ReadOnlyField() weapon = WeaponSerializer(read_only=True, context={'request': {}}) + size = SizeSerializer(read_only=True, context={'request': {}}) armor = ArmorSerializer(read_only=True, context={'request': {}}) class Meta: diff --git a/api_v2/serializers/size.py b/api_v2/serializers/size.py new file mode 100644 index 00000000..6d57ee05 --- /dev/null +++ b/api_v2/serializers/size.py @@ -0,0 +1,15 @@ +"""Serializer for the Size model.""" + +from rest_framework import serializers + +from api_v2 import models + +from .abstracts import GameContentSerializer + +class SizeSerializer(GameContentSerializer): + """Serializer for the Size type""" + key = serializers.ReadOnlyField() + + class Meta: + model = models.Size + fields = '__all__' diff --git a/api_v2/views/__init__.py b/api_v2/views/__init__.py index 0faae13f..b8f84cf0 100644 --- a/api_v2/views/__init__.py +++ b/api_v2/views/__init__.py @@ -31,3 +31,5 @@ from .spell import SpellViewSet from .characterclass import CharacterClassViewSet + +from .size import SizeViewSet \ No newline at end of file diff --git a/api_v2/views/size.py b/api_v2/views/size.py new file mode 100644 index 00000000..54851214 --- /dev/null +++ b/api_v2/views/size.py @@ -0,0 +1,16 @@ +from rest_framework import viewsets + +from api_v2 import models +from api_v2 import serializers + + +class SizeViewSet(viewsets.ReadOnlyModelViewSet): + """ + list: API endpoint for returning a list of damage types. + retrieve: API endpoint for returning a particular damage type. + """ + queryset = models.Size.objects.all().order_by('pk') + serializer_class = serializers.SizeSerializer + + + diff --git a/server/urls.py b/server/urls.py index db430230..89be4343 100644 --- a/server/urls.py +++ b/server/urls.py @@ -72,6 +72,7 @@ router_v2.register(r'conditions',views_v2.ConditionViewSet) router_v2.register(r'spells',views_v2.SpellViewSet) router_v2.register(r'classes',views_v2.CharacterClassViewSet) + router_v2.register(r'sizes',views_v2.SizeViewSet) # Wire up our API using automatic URL routing. # Additionally, we include login URLs for the browsable API. From c1d0cccd253c70a2ba7ffd328cd19f9c37cab9cd Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 15:01:24 -0500 Subject: [PATCH 16/36] Old rarity renamed. --- .../0058_rename_rarity_item_rarity_integer.py | 18 + api_v2/models/item.py | 5 +- api_v2/views/item.py | 2 +- data/v2/kobold-press/vault-of-magic/Item.json | 2126 ++++++++--------- data/v2/wizards-of-the-coast/srd/Item.json | 1462 ++++++------ scripts/data_manipulation/remaprarity.py | 16 + 6 files changed, 1831 insertions(+), 1798 deletions(-) create mode 100644 api_v2/migrations/0058_rename_rarity_item_rarity_integer.py create mode 100644 scripts/data_manipulation/remaprarity.py diff --git a/api_v2/migrations/0058_rename_rarity_item_rarity_integer.py b/api_v2/migrations/0058_rename_rarity_item_rarity_integer.py new file mode 100644 index 00000000..af18a597 --- /dev/null +++ b/api_v2/migrations/0058_rename_rarity_item_rarity_integer.py @@ -0,0 +1,18 @@ +# Generated by Django 3.2.20 on 2024-03-14 20:00 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0057_auto_20240314_1943'), + ] + + operations = [ + migrations.RenameField( + model_name='item', + old_name='rarity', + new_name='rarity_integer', + ), + ] diff --git a/api_v2/models/item.py b/api_v2/models/item.py index a99e0489..70b2f626 100644 --- a/api_v2/models/item.py +++ b/api_v2/models/item.py @@ -56,15 +56,14 @@ class Item(Object, HasDescription, FromDocument): category = models.ForeignKey( ItemCategory, on_delete=models.CASCADE, - null=False - ) + null=False) requires_attunement = models.BooleanField( null=False, default=False, # An item is not magical unless specified. help_text='If the item requires attunement.') - rarity = models.IntegerField( + rarity_integer = models.IntegerField( null=True, # Allow an unspecified size. blank=True, choices=ITEM_RARITY_CHOICES, diff --git a/api_v2/views/item.py b/api_v2/views/item.py index 108d4fa5..011508d4 100644 --- a/api_v2/views/item.py +++ b/api_v2/views/item.py @@ -18,7 +18,7 @@ class Meta: 'desc': ['icontains'], 'cost': ['exact', 'range', 'gt', 'gte', 'lt', 'lte'], 'weight': ['exact', 'range', 'gt', 'gte', 'lt', 'lte'], - 'rarity': ['exact', 'in', ], +# 'rarity': ['exact', 'in', ], 'requires_attunement': ['exact'], #'category': ['in', 'iexact', 'exact'], 'document__key': ['in','iexact','exact'] diff --git a/data/v2/kobold-press/vault-of-magic/Item.json b/data/v2/kobold-press/vault-of-magic/Item.json index 8be69747..9f8c8f64 100644 --- a/data/v2/kobold-press/vault-of-magic/Item.json +++ b/data/v2/kobold-press/vault-of-magic/Item.json @@ -15,7 +15,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -34,7 +34,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -53,7 +53,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -72,7 +72,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -91,7 +91,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -110,7 +110,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -129,7 +129,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -148,7 +148,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -167,7 +167,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -186,7 +186,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -205,7 +205,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -224,7 +224,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -243,7 +243,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -262,7 +262,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -281,7 +281,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -300,7 +300,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -319,7 +319,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -338,7 +338,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -357,7 +357,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -376,7 +376,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -395,7 +395,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -414,7 +414,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -433,7 +433,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -452,7 +452,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -471,7 +471,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -490,7 +490,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -509,7 +509,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -528,7 +528,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -547,7 +547,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -566,7 +566,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -585,7 +585,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -604,7 +604,7 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -623,7 +623,7 @@ "armor": "hide", "category": "armor", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -642,7 +642,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -661,7 +661,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -680,7 +680,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -699,7 +699,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -718,7 +718,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -737,7 +737,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -756,7 +756,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -775,7 +775,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -794,7 +794,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -813,7 +813,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -832,7 +832,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -851,7 +851,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -870,7 +870,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -889,7 +889,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -908,7 +908,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -927,7 +927,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -946,7 +946,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -965,7 +965,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -984,7 +984,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1003,7 +1003,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1022,7 +1022,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1041,7 +1041,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1060,7 +1060,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1079,7 +1079,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1098,7 +1098,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1117,7 +1117,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1136,7 +1136,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1155,7 +1155,7 @@ "armor": null, "category": "scroll", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1174,7 +1174,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1193,7 +1193,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1212,7 +1212,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1231,7 +1231,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1250,7 +1250,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1269,7 +1269,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -1288,7 +1288,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1307,7 +1307,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -1326,7 +1326,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -1345,7 +1345,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1364,7 +1364,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1383,7 +1383,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1402,7 +1402,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1421,7 +1421,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -1440,7 +1440,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1459,7 +1459,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1478,7 +1478,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1497,7 +1497,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1516,7 +1516,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1535,7 +1535,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1554,7 +1554,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1573,7 +1573,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1592,7 +1592,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1611,7 +1611,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1630,7 +1630,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1649,7 +1649,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1668,7 +1668,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1687,7 +1687,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1706,7 +1706,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1725,7 +1725,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1744,7 +1744,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1763,7 +1763,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1782,7 +1782,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1801,7 +1801,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1820,7 +1820,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1839,7 +1839,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1858,7 +1858,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1877,7 +1877,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1896,7 +1896,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1915,7 +1915,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1934,7 +1934,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1953,7 +1953,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1972,7 +1972,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1991,7 +1991,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2010,7 +2010,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2029,7 +2029,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2048,7 +2048,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2067,7 +2067,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -2086,7 +2086,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2105,7 +2105,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2124,7 +2124,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2143,7 +2143,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2162,7 +2162,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2181,7 +2181,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2200,7 +2200,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2219,7 +2219,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2238,7 +2238,7 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2257,7 +2257,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2276,7 +2276,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2295,7 +2295,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2314,7 +2314,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2333,7 +2333,7 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2352,7 +2352,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2371,7 +2371,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2390,7 +2390,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2409,7 +2409,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2428,7 +2428,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2447,7 +2447,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2466,7 +2466,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2485,7 +2485,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2504,7 +2504,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2523,7 +2523,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2542,7 +2542,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2561,7 +2561,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2580,7 +2580,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2599,7 +2599,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2618,7 +2618,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2637,7 +2637,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2656,7 +2656,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2675,7 +2675,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2694,7 +2694,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2713,7 +2713,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2732,7 +2732,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2751,7 +2751,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2770,7 +2770,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2789,7 +2789,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2808,7 +2808,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2827,7 +2827,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2846,7 +2846,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2865,7 +2865,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -2884,7 +2884,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2903,7 +2903,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2922,7 +2922,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2941,7 +2941,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2960,7 +2960,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -2979,7 +2979,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2998,7 +2998,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3017,7 +3017,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -3036,7 +3036,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3055,7 +3055,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3074,7 +3074,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -3093,7 +3093,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3112,7 +3112,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3131,7 +3131,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3150,7 +3150,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3169,7 +3169,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3188,7 +3188,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3207,7 +3207,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -3226,7 +3226,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3245,7 +3245,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3264,7 +3264,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3283,7 +3283,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3302,7 +3302,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3321,7 +3321,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3340,7 +3340,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -3359,7 +3359,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3378,7 +3378,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3397,7 +3397,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3416,7 +3416,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3435,7 +3435,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3454,7 +3454,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3473,7 +3473,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3492,7 +3492,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -3511,7 +3511,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3530,7 +3530,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -3549,7 +3549,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -3568,7 +3568,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3587,7 +3587,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -3606,7 +3606,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3625,7 +3625,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -3644,7 +3644,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3663,7 +3663,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3682,7 +3682,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3701,7 +3701,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3720,7 +3720,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3739,7 +3739,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3758,7 +3758,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3777,7 +3777,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3796,7 +3796,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3815,7 +3815,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3834,7 +3834,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3853,7 +3853,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3872,7 +3872,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3891,7 +3891,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3910,7 +3910,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3929,7 +3929,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -3948,7 +3948,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3967,7 +3967,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3986,7 +3986,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4005,7 +4005,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4024,7 +4024,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -4043,7 +4043,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4062,7 +4062,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4081,7 +4081,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4100,7 +4100,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4119,7 +4119,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4138,7 +4138,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4157,7 +4157,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4176,7 +4176,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4195,7 +4195,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4214,7 +4214,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4233,7 +4233,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4252,7 +4252,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4271,7 +4271,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4290,7 +4290,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4309,7 +4309,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4328,7 +4328,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4347,7 +4347,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4366,7 +4366,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4385,7 +4385,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4404,7 +4404,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4423,7 +4423,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4442,7 +4442,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4461,7 +4461,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4480,7 +4480,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -4499,7 +4499,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4518,7 +4518,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4537,7 +4537,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4556,7 +4556,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4575,7 +4575,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4594,7 +4594,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4613,7 +4613,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4632,7 +4632,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4651,7 +4651,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4670,7 +4670,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4689,7 +4689,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4708,7 +4708,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4727,7 +4727,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4746,7 +4746,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4765,7 +4765,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -4784,7 +4784,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4803,7 +4803,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -4822,7 +4822,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4841,7 +4841,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4860,7 +4860,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4879,7 +4879,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4898,7 +4898,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4917,7 +4917,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4936,7 +4936,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4955,7 +4955,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4974,7 +4974,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4993,7 +4993,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5012,7 +5012,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5031,7 +5031,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5050,7 +5050,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5069,7 +5069,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -5088,7 +5088,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5107,7 +5107,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5126,7 +5126,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5145,7 +5145,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5164,7 +5164,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5183,7 +5183,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5202,7 +5202,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5221,7 +5221,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5240,7 +5240,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5259,7 +5259,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5278,7 +5278,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5297,7 +5297,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5316,7 +5316,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5335,7 +5335,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5354,7 +5354,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5373,7 +5373,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5392,7 +5392,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5411,7 +5411,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -5430,7 +5430,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5449,7 +5449,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5468,7 +5468,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5487,7 +5487,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5506,7 +5506,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5525,7 +5525,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5544,7 +5544,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5563,7 +5563,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5582,7 +5582,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5601,7 +5601,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5620,7 +5620,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5639,7 +5639,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5658,7 +5658,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5677,7 +5677,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -5696,7 +5696,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5715,7 +5715,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5734,7 +5734,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5753,7 +5753,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5772,7 +5772,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5791,7 +5791,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5810,7 +5810,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -5829,7 +5829,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5848,7 +5848,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5867,7 +5867,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5886,7 +5886,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5905,7 +5905,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5924,7 +5924,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5943,7 +5943,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5962,7 +5962,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5981,7 +5981,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6000,7 +6000,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6019,7 +6019,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -6038,7 +6038,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6057,7 +6057,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6076,7 +6076,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6095,7 +6095,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6114,7 +6114,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6133,7 +6133,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6152,7 +6152,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6171,7 +6171,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -6190,7 +6190,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6209,7 +6209,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -6228,7 +6228,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6247,7 +6247,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6266,7 +6266,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6285,7 +6285,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -6304,7 +6304,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -6323,7 +6323,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6342,7 +6342,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6361,7 +6361,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -6380,7 +6380,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6399,7 +6399,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6418,7 +6418,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6437,7 +6437,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6456,7 +6456,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6475,7 +6475,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6494,7 +6494,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6513,7 +6513,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6532,7 +6532,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6551,7 +6551,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6570,7 +6570,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6589,7 +6589,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -6608,7 +6608,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -6627,7 +6627,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -6646,7 +6646,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6665,7 +6665,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6684,7 +6684,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6703,7 +6703,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6722,7 +6722,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6741,7 +6741,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6760,7 +6760,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6779,7 +6779,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6798,7 +6798,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6817,7 +6817,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6836,7 +6836,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6855,7 +6855,7 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6874,7 +6874,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6893,7 +6893,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6912,7 +6912,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6931,7 +6931,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6950,7 +6950,7 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6969,7 +6969,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6988,7 +6988,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7007,7 +7007,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7026,7 +7026,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7045,7 +7045,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7064,7 +7064,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7083,7 +7083,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -7102,7 +7102,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7121,7 +7121,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -7140,7 +7140,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7159,7 +7159,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7178,7 +7178,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7197,7 +7197,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7216,7 +7216,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7235,7 +7235,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7254,7 +7254,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7273,7 +7273,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -7292,7 +7292,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7311,7 +7311,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7330,7 +7330,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -7349,7 +7349,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7368,7 +7368,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7387,7 +7387,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7406,7 +7406,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7425,7 +7425,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7444,7 +7444,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7463,7 +7463,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -7482,7 +7482,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7501,7 +7501,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7520,7 +7520,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -7539,7 +7539,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -7558,7 +7558,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -7577,7 +7577,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7596,7 +7596,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -7615,7 +7615,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7634,7 +7634,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7653,7 +7653,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7672,7 +7672,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7691,7 +7691,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7710,7 +7710,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -7729,7 +7729,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7748,7 +7748,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7767,7 +7767,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7786,7 +7786,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7805,7 +7805,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7824,7 +7824,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7843,7 +7843,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -7862,7 +7862,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7881,7 +7881,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7900,7 +7900,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7919,7 +7919,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7938,7 +7938,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7957,7 +7957,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7976,7 +7976,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7995,7 +7995,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8014,7 +8014,7 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8033,7 +8033,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8052,7 +8052,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8071,7 +8071,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8090,7 +8090,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8109,7 +8109,7 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8128,7 +8128,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8147,7 +8147,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8166,7 +8166,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8185,7 +8185,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8204,7 +8204,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8223,7 +8223,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8242,7 +8242,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8261,7 +8261,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8280,7 +8280,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8299,7 +8299,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8318,7 +8318,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8337,7 +8337,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8356,7 +8356,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8375,7 +8375,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8394,7 +8394,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8413,7 +8413,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8432,7 +8432,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8451,7 +8451,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8470,7 +8470,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8489,7 +8489,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8508,7 +8508,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8527,7 +8527,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8546,7 +8546,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8565,7 +8565,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8584,7 +8584,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8603,7 +8603,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8622,7 +8622,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8641,7 +8641,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8660,7 +8660,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -8679,7 +8679,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8698,7 +8698,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8717,7 +8717,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8736,7 +8736,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8755,7 +8755,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8774,7 +8774,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8793,7 +8793,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8812,7 +8812,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8831,7 +8831,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8850,7 +8850,7 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8869,7 +8869,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8888,7 +8888,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8907,7 +8907,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8926,7 +8926,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8945,7 +8945,7 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8964,7 +8964,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8983,7 +8983,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9002,7 +9002,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9021,7 +9021,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9040,7 +9040,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9059,7 +9059,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9078,7 +9078,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -9097,7 +9097,7 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9116,7 +9116,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9135,7 +9135,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9154,7 +9154,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9173,7 +9173,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9192,7 +9192,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9211,7 +9211,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9230,7 +9230,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9249,7 +9249,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9268,7 +9268,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9287,7 +9287,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -9306,7 +9306,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9325,7 +9325,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9344,7 +9344,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9363,7 +9363,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9382,7 +9382,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -9401,7 +9401,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9420,7 +9420,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9439,7 +9439,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9458,7 +9458,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9477,7 +9477,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9496,7 +9496,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -9515,7 +9515,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9534,7 +9534,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9553,7 +9553,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9572,7 +9572,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9591,7 +9591,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9610,7 +9610,7 @@ "armor": "hide", "category": "armor", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9629,7 +9629,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9648,7 +9648,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9667,7 +9667,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9686,7 +9686,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9705,7 +9705,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9724,7 +9724,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9743,7 +9743,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9762,7 +9762,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9781,7 +9781,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9800,7 +9800,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9819,7 +9819,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -9838,7 +9838,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9857,7 +9857,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9876,7 +9876,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9895,7 +9895,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9914,7 +9914,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9933,7 +9933,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9952,7 +9952,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9971,7 +9971,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9990,7 +9990,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10009,7 +10009,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10028,7 +10028,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10047,7 +10047,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10066,7 +10066,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10085,7 +10085,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10104,7 +10104,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -10123,7 +10123,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10142,7 +10142,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10161,7 +10161,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10180,7 +10180,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10199,7 +10199,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10218,7 +10218,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10237,7 +10237,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10256,7 +10256,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10275,7 +10275,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10294,7 +10294,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10313,7 +10313,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10332,7 +10332,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10351,7 +10351,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10370,7 +10370,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10389,7 +10389,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10408,7 +10408,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10427,7 +10427,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10446,7 +10446,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10465,7 +10465,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10484,7 +10484,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10503,7 +10503,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10522,7 +10522,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10541,7 +10541,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10560,7 +10560,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10579,7 +10579,7 @@ "armor": "leather", "category": "armor", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10598,7 +10598,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10617,7 +10617,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10636,7 +10636,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10655,7 +10655,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10674,7 +10674,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10693,7 +10693,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10712,7 +10712,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10731,7 +10731,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10750,7 +10750,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10769,7 +10769,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10788,7 +10788,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10807,7 +10807,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10826,7 +10826,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10845,7 +10845,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10864,7 +10864,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10883,7 +10883,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10902,7 +10902,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10921,7 +10921,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -10940,7 +10940,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10959,7 +10959,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10978,7 +10978,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10997,7 +10997,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -11016,7 +11016,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -11035,7 +11035,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11054,7 +11054,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11073,7 +11073,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11092,7 +11092,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11111,7 +11111,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11130,7 +11130,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11149,7 +11149,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11168,7 +11168,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11187,7 +11187,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11206,7 +11206,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11225,7 +11225,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11244,7 +11244,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11263,7 +11263,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11282,7 +11282,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11301,7 +11301,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11320,7 +11320,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11339,7 +11339,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11358,7 +11358,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11377,7 +11377,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -11396,7 +11396,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -11415,7 +11415,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11434,7 +11434,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11453,7 +11453,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11472,7 +11472,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11491,7 +11491,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11510,7 +11510,7 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11529,7 +11529,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11548,7 +11548,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -11567,7 +11567,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11586,7 +11586,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11605,7 +11605,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11624,7 +11624,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11643,7 +11643,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11662,7 +11662,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11681,7 +11681,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11700,7 +11700,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11719,7 +11719,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11738,7 +11738,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11757,7 +11757,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11776,7 +11776,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11795,7 +11795,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11814,7 +11814,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11833,7 +11833,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11852,7 +11852,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11871,7 +11871,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11890,7 +11890,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11909,7 +11909,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11928,7 +11928,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11947,7 +11947,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11966,7 +11966,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11985,7 +11985,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12004,7 +12004,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12023,7 +12023,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12042,7 +12042,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12061,7 +12061,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12080,7 +12080,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12099,7 +12099,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12118,7 +12118,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12137,7 +12137,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -12156,7 +12156,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12175,7 +12175,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12194,7 +12194,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12213,7 +12213,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12232,7 +12232,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12251,7 +12251,7 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12270,7 +12270,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12289,7 +12289,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12308,7 +12308,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12327,7 +12327,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12346,7 +12346,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12365,7 +12365,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12384,7 +12384,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12403,7 +12403,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -12422,7 +12422,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12441,7 +12441,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12460,7 +12460,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12479,7 +12479,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -12498,7 +12498,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12517,7 +12517,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12536,7 +12536,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12555,7 +12555,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12574,7 +12574,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12593,7 +12593,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12612,7 +12612,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12631,7 +12631,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12650,7 +12650,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12669,7 +12669,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12688,7 +12688,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12707,7 +12707,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12726,7 +12726,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -12745,7 +12745,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12764,7 +12764,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12783,7 +12783,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12802,7 +12802,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12821,7 +12821,7 @@ "armor": "padded", "category": "armor", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12840,7 +12840,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12859,7 +12859,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12878,7 +12878,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -12897,7 +12897,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12916,7 +12916,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -12935,7 +12935,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12954,7 +12954,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12973,7 +12973,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12992,7 +12992,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13011,7 +13011,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13030,7 +13030,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13049,7 +13049,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13068,7 +13068,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -13087,7 +13087,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13106,7 +13106,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13125,7 +13125,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13144,7 +13144,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13163,7 +13163,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13182,7 +13182,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13201,7 +13201,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13220,7 +13220,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13239,7 +13239,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13258,7 +13258,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13277,7 +13277,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13296,7 +13296,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -13315,7 +13315,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13334,7 +13334,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13353,7 +13353,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13372,7 +13372,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13391,7 +13391,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13410,7 +13410,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13429,7 +13429,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13448,7 +13448,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13467,7 +13467,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13486,7 +13486,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13505,7 +13505,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13524,7 +13524,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13543,7 +13543,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13562,7 +13562,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13581,7 +13581,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13600,7 +13600,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13619,7 +13619,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13638,7 +13638,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13657,7 +13657,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13676,7 +13676,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13695,7 +13695,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13714,7 +13714,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13733,7 +13733,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13752,7 +13752,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13771,7 +13771,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13790,7 +13790,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -13809,7 +13809,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13828,7 +13828,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -13847,7 +13847,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13866,7 +13866,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13885,7 +13885,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13904,7 +13904,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13923,7 +13923,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13942,7 +13942,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13961,7 +13961,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13980,7 +13980,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13999,7 +13999,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14018,7 +14018,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14037,7 +14037,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14056,7 +14056,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14075,7 +14075,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -14094,7 +14094,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14113,7 +14113,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14132,7 +14132,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -14151,7 +14151,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14170,7 +14170,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14189,7 +14189,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14208,7 +14208,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14227,7 +14227,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14246,7 +14246,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14265,7 +14265,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14284,7 +14284,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14303,7 +14303,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -14322,7 +14322,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -14341,7 +14341,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -14360,7 +14360,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -14379,7 +14379,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14398,7 +14398,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14417,7 +14417,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14436,7 +14436,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14455,7 +14455,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14474,7 +14474,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14493,7 +14493,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14512,7 +14512,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14531,7 +14531,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14550,7 +14550,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14569,7 +14569,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14588,7 +14588,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14607,7 +14607,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14626,7 +14626,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14645,7 +14645,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -14664,7 +14664,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14683,7 +14683,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14702,7 +14702,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14721,7 +14721,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -14740,7 +14740,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14759,7 +14759,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -14778,7 +14778,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14797,7 +14797,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -14816,7 +14816,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -14835,7 +14835,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14854,7 +14854,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14873,7 +14873,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -14892,7 +14892,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14911,7 +14911,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -14930,7 +14930,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -14949,7 +14949,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -14968,7 +14968,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -14987,7 +14987,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15006,7 +15006,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15025,7 +15025,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -15044,7 +15044,7 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -15063,7 +15063,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15082,7 +15082,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15101,7 +15101,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15120,7 +15120,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -15139,7 +15139,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15158,7 +15158,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15177,7 +15177,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -15196,7 +15196,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15215,7 +15215,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15234,7 +15234,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15253,7 +15253,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -15272,7 +15272,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15291,7 +15291,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15310,7 +15310,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15329,7 +15329,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15348,7 +15348,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15367,7 +15367,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15386,7 +15386,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -15405,7 +15405,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15424,7 +15424,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15443,7 +15443,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15462,7 +15462,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15481,7 +15481,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15500,7 +15500,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15519,7 +15519,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15538,7 +15538,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15557,7 +15557,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -15576,7 +15576,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15595,7 +15595,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -15614,7 +15614,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -15633,7 +15633,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -15652,7 +15652,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15671,7 +15671,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15690,7 +15690,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15709,7 +15709,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15728,7 +15728,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -15747,7 +15747,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -15766,7 +15766,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15785,7 +15785,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -15804,7 +15804,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15823,7 +15823,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -15842,7 +15842,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15861,7 +15861,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15880,7 +15880,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15899,7 +15899,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15918,7 +15918,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15937,7 +15937,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15956,7 +15956,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -15975,7 +15975,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -15994,7 +15994,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16013,7 +16013,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16032,7 +16032,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16051,7 +16051,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -16070,7 +16070,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16089,7 +16089,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16108,7 +16108,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16127,7 +16127,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16146,7 +16146,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16165,7 +16165,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16184,7 +16184,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16203,7 +16203,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16222,7 +16222,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -16241,7 +16241,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16260,7 +16260,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16279,7 +16279,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16298,7 +16298,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16317,7 +16317,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16336,7 +16336,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16355,7 +16355,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16374,7 +16374,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16393,7 +16393,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16412,7 +16412,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16431,7 +16431,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16450,7 +16450,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16469,7 +16469,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16488,7 +16488,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16507,7 +16507,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16526,7 +16526,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16545,7 +16545,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16564,7 +16564,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16583,7 +16583,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16602,7 +16602,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16621,7 +16621,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16640,7 +16640,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16659,7 +16659,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16678,7 +16678,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -16697,7 +16697,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16716,7 +16716,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -16735,7 +16735,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16754,7 +16754,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16773,7 +16773,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16792,7 +16792,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -16811,7 +16811,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -16830,7 +16830,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -16849,7 +16849,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -16868,7 +16868,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -16887,7 +16887,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -16906,7 +16906,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16925,7 +16925,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -16944,7 +16944,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -16963,7 +16963,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -16982,7 +16982,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17001,7 +17001,7 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17020,7 +17020,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17039,7 +17039,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17058,7 +17058,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17077,7 +17077,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17096,7 +17096,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17115,7 +17115,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17134,7 +17134,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17153,7 +17153,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17172,7 +17172,7 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17191,7 +17191,7 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17210,7 +17210,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17229,7 +17229,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17248,7 +17248,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17267,7 +17267,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17286,7 +17286,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -17305,7 +17305,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17324,7 +17324,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -17343,7 +17343,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -17362,7 +17362,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17381,7 +17381,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17400,7 +17400,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17419,7 +17419,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17438,7 +17438,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17457,7 +17457,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17476,7 +17476,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17495,7 +17495,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17514,7 +17514,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -17533,7 +17533,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17552,7 +17552,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17571,7 +17571,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17590,7 +17590,7 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17609,7 +17609,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17628,7 +17628,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17647,7 +17647,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -17666,7 +17666,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17685,7 +17685,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17704,7 +17704,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17723,7 +17723,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17742,7 +17742,7 @@ "armor": "splint", "category": "armor", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17761,7 +17761,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17780,7 +17780,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -17799,7 +17799,7 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17818,7 +17818,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17837,7 +17837,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -17856,7 +17856,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17875,7 +17875,7 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17894,7 +17894,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17913,7 +17913,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -17932,7 +17932,7 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -17951,7 +17951,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -17970,7 +17970,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -17989,7 +17989,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18008,7 +18008,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -18027,7 +18027,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -18046,7 +18046,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -18065,7 +18065,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18084,7 +18084,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18103,7 +18103,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18122,7 +18122,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18141,7 +18141,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18160,7 +18160,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -18179,7 +18179,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -18198,7 +18198,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -18217,7 +18217,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18236,7 +18236,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18255,7 +18255,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18274,7 +18274,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -18293,7 +18293,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18312,7 +18312,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18331,7 +18331,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -18350,7 +18350,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18369,7 +18369,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18388,7 +18388,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18407,7 +18407,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18426,7 +18426,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18445,7 +18445,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18464,7 +18464,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18483,7 +18483,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18502,7 +18502,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -18521,7 +18521,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18540,7 +18540,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18559,7 +18559,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -18578,7 +18578,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -18597,7 +18597,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18616,7 +18616,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18635,7 +18635,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -18654,7 +18654,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18673,7 +18673,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -18692,7 +18692,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -18711,7 +18711,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18730,7 +18730,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18749,7 +18749,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -18768,7 +18768,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18787,7 +18787,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18806,7 +18806,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -18825,7 +18825,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18844,7 +18844,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18863,7 +18863,7 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -18882,7 +18882,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18901,7 +18901,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18920,7 +18920,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -18939,7 +18939,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18958,7 +18958,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18977,7 +18977,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -18996,7 +18996,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19015,7 +19015,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19034,7 +19034,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19053,7 +19053,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19072,7 +19072,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19091,7 +19091,7 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19110,7 +19110,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19129,7 +19129,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19148,7 +19148,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19167,7 +19167,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19186,7 +19186,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -19205,7 +19205,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19224,7 +19224,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -19243,7 +19243,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19262,7 +19262,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -19281,7 +19281,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19300,7 +19300,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19319,7 +19319,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19338,7 +19338,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19357,7 +19357,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -19376,7 +19376,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19395,7 +19395,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19414,7 +19414,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19433,7 +19433,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19452,7 +19452,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19471,7 +19471,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19490,7 +19490,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19509,7 +19509,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19528,7 +19528,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19547,7 +19547,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19566,7 +19566,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19585,7 +19585,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19604,7 +19604,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19623,7 +19623,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19642,7 +19642,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19661,7 +19661,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19680,7 +19680,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19699,7 +19699,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19718,7 +19718,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19737,7 +19737,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19756,7 +19756,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19775,7 +19775,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19794,7 +19794,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19813,7 +19813,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19832,7 +19832,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19851,7 +19851,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -19870,7 +19870,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19889,7 +19889,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -19908,7 +19908,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -19927,7 +19927,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -19946,7 +19946,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -19965,7 +19965,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -19984,7 +19984,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -20003,7 +20003,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -20022,7 +20022,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -20041,7 +20041,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -20060,7 +20060,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -20079,7 +20079,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -20098,7 +20098,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -20117,7 +20117,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -20136,7 +20136,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -20155,7 +20155,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -20174,7 +20174,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -20193,7 +20193,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } } ] diff --git a/data/v2/wizards-of-the-coast/srd/Item.json b/data/v2/wizards-of-the-coast/srd/Item.json index b61be9f7..9fe6cf32 100644 --- a/data/v2/wizards-of-the-coast/srd/Item.json +++ b/data/v2/wizards-of-the-coast/srd/Item.json @@ -15,7 +15,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -34,7 +34,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -53,7 +53,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -72,7 +72,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -91,7 +91,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -110,7 +110,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -129,7 +129,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -148,7 +148,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -167,7 +167,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -186,7 +186,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -205,7 +205,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -224,7 +224,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -243,7 +243,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -262,7 +262,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -281,7 +281,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -300,7 +300,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -319,7 +319,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -338,7 +338,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -357,7 +357,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -376,7 +376,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -395,7 +395,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -414,7 +414,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -433,7 +433,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -452,7 +452,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -471,7 +471,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -490,7 +490,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -509,7 +509,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -528,7 +528,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -547,7 +547,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -566,7 +566,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -585,7 +585,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -604,7 +604,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -623,7 +623,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -642,7 +642,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -661,7 +661,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -680,7 +680,7 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -699,7 +699,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -718,7 +718,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -737,7 +737,7 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -756,7 +756,7 @@ "armor": "leather", "category": "armor", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -775,7 +775,7 @@ "armor": "padded", "category": "armor", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -794,7 +794,7 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -813,7 +813,7 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -832,7 +832,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -851,7 +851,7 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -870,7 +870,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -889,7 +889,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -908,7 +908,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -927,7 +927,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -946,7 +946,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -965,7 +965,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -984,7 +984,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1003,7 +1003,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1022,7 +1022,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1041,7 +1041,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1060,7 +1060,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1079,7 +1079,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1098,7 +1098,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1117,7 +1117,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1136,7 +1136,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1155,7 +1155,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1174,7 +1174,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1193,7 +1193,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1212,7 +1212,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -1231,7 +1231,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1250,7 +1250,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1269,7 +1269,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1288,7 +1288,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1307,7 +1307,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1326,7 +1326,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -1345,7 +1345,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1364,7 +1364,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1383,7 +1383,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1402,7 +1402,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1421,7 +1421,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1440,7 +1440,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1459,7 +1459,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1478,7 +1478,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1497,7 +1497,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1516,7 +1516,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1535,7 +1535,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1554,7 +1554,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1573,7 +1573,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1592,7 +1592,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1611,7 +1611,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1630,7 +1630,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1649,7 +1649,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1668,7 +1668,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1687,7 +1687,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1706,7 +1706,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1725,7 +1725,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1744,7 +1744,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -1763,7 +1763,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1782,7 +1782,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1801,7 +1801,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1820,7 +1820,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1839,7 +1839,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1858,7 +1858,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1877,7 +1877,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -1896,7 +1896,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1915,7 +1915,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -1934,7 +1934,7 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1953,7 +1953,7 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1972,7 +1972,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -1991,7 +1991,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2010,7 +2010,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2029,7 +2029,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2048,7 +2048,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2067,7 +2067,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2086,7 +2086,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2105,7 +2105,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2124,7 +2124,7 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2143,7 +2143,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2162,7 +2162,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2181,7 +2181,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2200,7 +2200,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2219,7 +2219,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2238,7 +2238,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -2257,7 +2257,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2276,7 +2276,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2295,7 +2295,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2314,7 +2314,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2333,7 +2333,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2352,7 +2352,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2371,7 +2371,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2390,7 +2390,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2409,7 +2409,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2428,7 +2428,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2447,7 +2447,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2466,7 +2466,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2485,7 +2485,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -2504,7 +2504,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2523,7 +2523,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2542,7 +2542,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2561,7 +2561,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2580,7 +2580,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2599,7 +2599,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2618,7 +2618,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2637,7 +2637,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2656,7 +2656,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2675,7 +2675,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2694,7 +2694,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -2713,7 +2713,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2732,7 +2732,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2751,7 +2751,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2770,7 +2770,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -2789,7 +2789,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2808,7 +2808,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -2827,7 +2827,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2846,7 +2846,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -2865,7 +2865,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2884,7 +2884,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -2903,7 +2903,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -2922,7 +2922,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2941,7 +2941,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2960,7 +2960,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -2979,7 +2979,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -2998,7 +2998,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -3017,7 +3017,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3036,7 +3036,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3055,7 +3055,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3074,7 +3074,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3093,7 +3093,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3112,7 +3112,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -3131,7 +3131,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -3150,7 +3150,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -3169,7 +3169,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -3188,7 +3188,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3207,7 +3207,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3226,7 +3226,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3245,7 +3245,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3264,7 +3264,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3283,7 +3283,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3302,7 +3302,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -3321,7 +3321,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -3340,7 +3340,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -3359,7 +3359,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -3378,7 +3378,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -3397,7 +3397,7 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3416,7 +3416,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3435,7 +3435,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3454,7 +3454,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3473,7 +3473,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3492,7 +3492,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3511,7 +3511,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3530,7 +3530,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3549,7 +3549,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3568,7 +3568,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3587,7 +3587,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3606,7 +3606,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3625,7 +3625,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3644,7 +3644,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3663,7 +3663,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3682,7 +3682,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3701,7 +3701,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3720,7 +3720,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3739,7 +3739,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -3758,7 +3758,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3777,7 +3777,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3796,7 +3796,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3815,7 +3815,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3834,7 +3834,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -3853,7 +3853,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3872,7 +3872,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3891,7 +3891,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3910,7 +3910,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -3929,7 +3929,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3948,7 +3948,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3967,7 +3967,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -3986,7 +3986,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4005,7 +4005,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4024,7 +4024,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4043,7 +4043,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4062,7 +4062,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4081,7 +4081,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4100,7 +4100,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4119,7 +4119,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4138,7 +4138,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4157,7 +4157,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4176,7 +4176,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4195,7 +4195,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4214,7 +4214,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -4233,7 +4233,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -4252,7 +4252,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -4271,7 +4271,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -4290,7 +4290,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4309,7 +4309,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4328,7 +4328,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4347,7 +4347,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4366,7 +4366,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -4385,7 +4385,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -4404,7 +4404,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -4423,7 +4423,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -4442,7 +4442,7 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4461,7 +4461,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4480,7 +4480,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4499,7 +4499,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4518,7 +4518,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4537,7 +4537,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4556,7 +4556,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4575,7 +4575,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4594,7 +4594,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4613,7 +4613,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4632,7 +4632,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4651,7 +4651,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4670,7 +4670,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4689,7 +4689,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4708,7 +4708,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4727,7 +4727,7 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4746,7 +4746,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4765,7 +4765,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4784,7 +4784,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4803,7 +4803,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4822,7 +4822,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4841,7 +4841,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4860,7 +4860,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4879,7 +4879,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4898,7 +4898,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4917,7 +4917,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -4936,7 +4936,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -4955,7 +4955,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -4974,7 +4974,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -4993,7 +4993,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5012,7 +5012,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5031,7 +5031,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5050,7 +5050,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5069,7 +5069,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5088,7 +5088,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5107,7 +5107,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5126,7 +5126,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5145,7 +5145,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5164,7 +5164,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5183,7 +5183,7 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5202,7 +5202,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5221,7 +5221,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5240,7 +5240,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5259,7 +5259,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5278,7 +5278,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5297,7 +5297,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5316,7 +5316,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5335,7 +5335,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5354,7 +5354,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5373,7 +5373,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5392,7 +5392,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5411,7 +5411,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5430,7 +5430,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5449,7 +5449,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5468,7 +5468,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5487,7 +5487,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5506,7 +5506,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5525,7 +5525,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5544,7 +5544,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5563,7 +5563,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5582,7 +5582,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5601,7 +5601,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5620,7 +5620,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5639,7 +5639,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5658,7 +5658,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5677,7 +5677,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5696,7 +5696,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -5715,7 +5715,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5734,7 +5734,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5753,7 +5753,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5772,7 +5772,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5791,7 +5791,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5810,7 +5810,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -5829,7 +5829,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5848,7 +5848,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -5867,7 +5867,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5886,7 +5886,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5905,7 +5905,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5924,7 +5924,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -5943,7 +5943,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -5962,7 +5962,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -5981,7 +5981,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6000,7 +6000,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6019,7 +6019,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6038,7 +6038,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -6057,7 +6057,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6076,7 +6076,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -6095,7 +6095,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6114,7 +6114,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6133,7 +6133,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6152,7 +6152,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6171,7 +6171,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -6190,7 +6190,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6209,7 +6209,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6228,7 +6228,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6247,7 +6247,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6266,7 +6266,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6285,7 +6285,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6304,7 +6304,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6323,7 +6323,7 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6342,7 +6342,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6361,7 +6361,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6380,7 +6380,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6399,7 +6399,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6418,7 +6418,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6437,7 +6437,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6456,7 +6456,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6475,7 +6475,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6494,7 +6494,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6513,7 +6513,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6532,7 +6532,7 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6551,7 +6551,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6570,7 +6570,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6589,7 +6589,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6608,7 +6608,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6627,7 +6627,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6646,7 +6646,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6665,7 +6665,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6684,7 +6684,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6703,7 +6703,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6722,7 +6722,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6741,7 +6741,7 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6760,7 +6760,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6779,7 +6779,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6798,7 +6798,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -6817,7 +6817,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -6836,7 +6836,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -6855,7 +6855,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -6874,7 +6874,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -6893,7 +6893,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -6912,7 +6912,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6931,7 +6931,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6950,7 +6950,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -6969,7 +6969,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -6988,7 +6988,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7007,7 +7007,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7026,7 +7026,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -7045,7 +7045,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7064,7 +7064,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -7083,7 +7083,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7102,7 +7102,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7121,7 +7121,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7140,7 +7140,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7159,7 +7159,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7178,7 +7178,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7197,7 +7197,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7216,7 +7216,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7235,7 +7235,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7254,7 +7254,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7273,7 +7273,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7292,7 +7292,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7311,7 +7311,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7330,7 +7330,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7349,7 +7349,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7368,7 +7368,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7387,7 +7387,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7406,7 +7406,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7425,7 +7425,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7444,7 +7444,7 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7463,7 +7463,7 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7482,7 +7482,7 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7501,7 +7501,7 @@ "armor": "half-plate", "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7520,7 +7520,7 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7539,7 +7539,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7558,7 +7558,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7577,7 +7577,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7596,7 +7596,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7615,7 +7615,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7634,7 +7634,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7653,7 +7653,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7672,7 +7672,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7691,7 +7691,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7710,7 +7710,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7729,7 +7729,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7748,7 +7748,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7767,7 +7767,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -7786,7 +7786,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7805,7 +7805,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7824,7 +7824,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7843,7 +7843,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -7862,7 +7862,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -7881,7 +7881,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -7900,7 +7900,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -7919,7 +7919,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -7938,7 +7938,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -7957,7 +7957,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -7976,7 +7976,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -7995,7 +7995,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8014,7 +8014,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8033,7 +8033,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 6 + "rarity_integer": 6 } }, { @@ -8052,7 +8052,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8071,7 +8071,7 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8090,7 +8090,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8109,7 +8109,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8128,7 +8128,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8147,7 +8147,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8166,7 +8166,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8185,7 +8185,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8204,7 +8204,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8223,7 +8223,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8242,7 +8242,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8261,7 +8261,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8280,7 +8280,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8299,7 +8299,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8318,7 +8318,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8337,7 +8337,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8356,7 +8356,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8375,7 +8375,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8394,7 +8394,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8413,7 +8413,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8432,7 +8432,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8451,7 +8451,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8470,7 +8470,7 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8489,7 +8489,7 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -8508,7 +8508,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8527,7 +8527,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8546,7 +8546,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8565,7 +8565,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8584,7 +8584,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8603,7 +8603,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -8622,7 +8622,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8641,7 +8641,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8660,7 +8660,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8679,7 +8679,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8698,7 +8698,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8717,7 +8717,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8736,7 +8736,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8755,7 +8755,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8774,7 +8774,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8793,7 +8793,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8812,7 +8812,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8831,7 +8831,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -8850,7 +8850,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8869,7 +8869,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8888,7 +8888,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8907,7 +8907,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -8926,7 +8926,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8945,7 +8945,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -8964,7 +8964,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -8983,7 +8983,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9002,7 +9002,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -9021,7 +9021,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9040,7 +9040,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9059,7 +9059,7 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9078,7 +9078,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9097,7 +9097,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9116,7 +9116,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9135,7 +9135,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9154,7 +9154,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9173,7 +9173,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9192,7 +9192,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9211,7 +9211,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9230,7 +9230,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9249,7 +9249,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9268,7 +9268,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9287,7 +9287,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9306,7 +9306,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9325,7 +9325,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9344,7 +9344,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9363,7 +9363,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9382,7 +9382,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9401,7 +9401,7 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9420,7 +9420,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9439,7 +9439,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -9458,7 +9458,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -9477,7 +9477,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9496,7 +9496,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9515,7 +9515,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9534,7 +9534,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -9553,7 +9553,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9572,7 +9572,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9591,7 +9591,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9610,7 +9610,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9629,7 +9629,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9648,7 +9648,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9667,7 +9667,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9686,7 +9686,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -9705,7 +9705,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9724,7 +9724,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9743,7 +9743,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9762,7 +9762,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -9781,7 +9781,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9800,7 +9800,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9819,7 +9819,7 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9838,7 +9838,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -9857,7 +9857,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9876,7 +9876,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9895,7 +9895,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -9914,7 +9914,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -9933,7 +9933,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9952,7 +9952,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -9971,7 +9971,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -9990,7 +9990,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10009,7 +10009,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -10028,7 +10028,7 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10047,7 +10047,7 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10066,7 +10066,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10085,7 +10085,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10104,7 +10104,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10123,7 +10123,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10142,7 +10142,7 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10161,7 +10161,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10180,7 +10180,7 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10199,7 +10199,7 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10218,7 +10218,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10237,7 +10237,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -10256,7 +10256,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10275,7 +10275,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10294,7 +10294,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10313,7 +10313,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10332,7 +10332,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -10351,7 +10351,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10370,7 +10370,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10389,7 +10389,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10408,7 +10408,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10427,7 +10427,7 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10446,7 +10446,7 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10465,7 +10465,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10484,7 +10484,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10503,7 +10503,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10522,7 +10522,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10541,7 +10541,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10560,7 +10560,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10579,7 +10579,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10598,7 +10598,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10617,7 +10617,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10636,7 +10636,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10655,7 +10655,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10674,7 +10674,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10693,7 +10693,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10712,7 +10712,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10731,7 +10731,7 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10750,7 +10750,7 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10769,7 +10769,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10788,7 +10788,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10807,7 +10807,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -10826,7 +10826,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -10845,7 +10845,7 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10864,7 +10864,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10883,7 +10883,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10902,7 +10902,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10921,7 +10921,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -10940,7 +10940,7 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10959,7 +10959,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -10978,7 +10978,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -10997,7 +10997,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11016,7 +11016,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11035,7 +11035,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -11054,7 +11054,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11073,7 +11073,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11092,7 +11092,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11111,7 +11111,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11130,7 +11130,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11149,7 +11149,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11168,7 +11168,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11187,7 +11187,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -11206,7 +11206,7 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity": 1 + "rarity_integer": 1 } }, { @@ -11225,7 +11225,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -11244,7 +11244,7 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11263,7 +11263,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -11282,7 +11282,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -11301,7 +11301,7 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -11320,7 +11320,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -11339,7 +11339,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -11358,7 +11358,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -11377,7 +11377,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11396,7 +11396,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11415,7 +11415,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11434,7 +11434,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11453,7 +11453,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11472,7 +11472,7 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11491,7 +11491,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11510,7 +11510,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -11529,7 +11529,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11548,7 +11548,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11567,7 +11567,7 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -11586,7 +11586,7 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11605,7 +11605,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -11624,7 +11624,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -11643,7 +11643,7 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -11662,7 +11662,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11681,7 +11681,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11700,7 +11700,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11719,7 +11719,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11738,7 +11738,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11757,7 +11757,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11776,7 +11776,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11795,7 +11795,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11814,7 +11814,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11833,7 +11833,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11852,7 +11852,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11871,7 +11871,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11890,7 +11890,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -11909,7 +11909,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -11928,7 +11928,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -11947,7 +11947,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -11966,7 +11966,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -11985,7 +11985,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12004,7 +12004,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12023,7 +12023,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12042,7 +12042,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -12061,7 +12061,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -12080,7 +12080,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -12099,7 +12099,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12118,7 +12118,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12137,7 +12137,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12156,7 +12156,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12175,7 +12175,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -12194,7 +12194,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -12213,7 +12213,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -12232,7 +12232,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -12251,7 +12251,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12270,7 +12270,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -12289,7 +12289,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12308,7 +12308,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12327,7 +12327,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12346,7 +12346,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12365,7 +12365,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12384,7 +12384,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12403,7 +12403,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12422,7 +12422,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12441,7 +12441,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12460,7 +12460,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12479,7 +12479,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12498,7 +12498,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12517,7 +12517,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12536,7 +12536,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12555,7 +12555,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12574,7 +12574,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12593,7 +12593,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12612,7 +12612,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12631,7 +12631,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12650,7 +12650,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12669,7 +12669,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12688,7 +12688,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12707,7 +12707,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12726,7 +12726,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12745,7 +12745,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12764,7 +12764,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12783,7 +12783,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12802,7 +12802,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12821,7 +12821,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12840,7 +12840,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12859,7 +12859,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12878,7 +12878,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12897,7 +12897,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12916,7 +12916,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12935,7 +12935,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12954,7 +12954,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12973,7 +12973,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -12992,7 +12992,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13011,7 +13011,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13030,7 +13030,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -13049,7 +13049,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -13068,7 +13068,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -13087,7 +13087,7 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity": null + "rarity_integer": null } }, { @@ -13106,7 +13106,7 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13125,7 +13125,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13144,7 +13144,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13163,7 +13163,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13182,7 +13182,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13201,7 +13201,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13220,7 +13220,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13239,7 +13239,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13258,7 +13258,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13277,7 +13277,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13296,7 +13296,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13315,7 +13315,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13334,7 +13334,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13353,7 +13353,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13372,7 +13372,7 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13391,7 +13391,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13410,7 +13410,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13429,7 +13429,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13448,7 +13448,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13467,7 +13467,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13486,7 +13486,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13505,7 +13505,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13524,7 +13524,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13543,7 +13543,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13562,7 +13562,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13581,7 +13581,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13600,7 +13600,7 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13619,7 +13619,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13638,7 +13638,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13657,7 +13657,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 5 + "rarity_integer": 5 } }, { @@ -13676,7 +13676,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13695,7 +13695,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13714,7 +13714,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13733,7 +13733,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13752,7 +13752,7 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity": 4 + "rarity_integer": 4 } }, { @@ -13771,7 +13771,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13790,7 +13790,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 2 + "rarity_integer": 2 } }, { @@ -13809,7 +13809,7 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity": 3 + "rarity_integer": 3 } }, { @@ -13828,7 +13828,7 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13847,7 +13847,7 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13866,7 +13866,7 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity": null + "rarity_integer": null } }, { @@ -13885,7 +13885,7 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity": null + "rarity_integer": null } } ] diff --git a/scripts/data_manipulation/remaprarity.py b/scripts/data_manipulation/remaprarity.py new file mode 100644 index 00000000..657357ea --- /dev/null +++ b/scripts/data_manipulation/remaprarity.py @@ -0,0 +1,16 @@ +from api_v2 import models as v2 + + +# Run this by: +#$ python manage.py shell -c 'from scripts.data_manipulation.spell import casting_option_generate; casting_option_generate()' + +def remaprarity(): + print("REMAPPING RARITY FOR ITEMS") + for item in v2.Item.objects.all(): + if item.rarity is not None: + for rarity in v2.ItemRarity.objects.all(): + if item.rarity == rarity.rank: + mapped_rarity = rarity + print("key:{} size_int:{} mapped_size:{}".format(item.key, item.rarity, mapped_rarity.name)) + #item.size = mapped_size + #item.save() From 36fbcf5859bda12c1dbb42e52d2c51ab2fba9123 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 15:07:35 -0500 Subject: [PATCH 17/36] Rarity data remapped. --- api_v2/migrations/0059_item_rarity.py | 19 + api_v2/models/item.py | 6 + data/v2/kobold-press/vault-of-magic/Item.json | 3189 +++++++++++------ data/v2/wizards-of-the-coast/srd/Item.json | 2193 ++++++++---- scripts/data_manipulation/remaprarity.py | 8 +- 5 files changed, 3617 insertions(+), 1798 deletions(-) create mode 100644 api_v2/migrations/0059_item_rarity.py diff --git a/api_v2/migrations/0059_item_rarity.py b/api_v2/migrations/0059_item_rarity.py new file mode 100644 index 00000000..a7221069 --- /dev/null +++ b/api_v2/migrations/0059_item_rarity.py @@ -0,0 +1,19 @@ +# Generated by Django 3.2.20 on 2024-03-14 20:02 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0058_rename_rarity_item_rarity_integer'), + ] + + operations = [ + migrations.AddField( + model_name='item', + name='rarity', + field=models.ForeignKey(help_text='Rarity object.', null=True, on_delete=django.db.models.deletion.CASCADE, to='api_v2.itemrarity'), + ), + ] diff --git a/api_v2/models/item.py b/api_v2/models/item.py index 70b2f626..076aa54c 100644 --- a/api_v2/models/item.py +++ b/api_v2/models/item.py @@ -72,6 +72,12 @@ class Item(Object, HasDescription, FromDocument): MaxValueValidator(6)], help_text='Integer representing the rarity of the object.') + rarity = models.ForeignKey( + "ItemRarity", + null=True, + on_delete=models.CASCADE, + help_text="Rarity object.") + @property def is_magic_item(self): return self.rarity is not None diff --git a/data/v2/kobold-press/vault-of-magic/Item.json b/data/v2/kobold-press/vault-of-magic/Item.json index 9f8c8f64..4a0d69c8 100644 --- a/data/v2/kobold-press/vault-of-magic/Item.json +++ b/data/v2/kobold-press/vault-of-magic/Item.json @@ -15,7 +15,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -34,7 +35,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -53,7 +55,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -72,7 +75,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -91,7 +95,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -110,7 +115,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -129,7 +135,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -148,7 +155,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -167,7 +175,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -186,7 +195,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -205,7 +215,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -224,7 +235,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -243,7 +255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -262,7 +275,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -281,7 +295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -300,7 +315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -319,7 +335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -338,7 +355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -357,7 +375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -376,7 +395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -395,7 +415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -414,7 +435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -433,7 +455,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -452,7 +475,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -471,7 +495,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -490,7 +515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -509,7 +535,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -528,7 +555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -547,7 +575,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -566,7 +595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -585,7 +615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -604,7 +635,8 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -623,7 +655,8 @@ "armor": "hide", "category": "armor", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -642,7 +675,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -661,7 +695,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -680,7 +715,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -699,7 +735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -718,7 +755,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -737,7 +775,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -756,7 +795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -775,7 +815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -794,7 +835,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -813,7 +855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -832,7 +875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -851,7 +895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -870,7 +915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -889,7 +935,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -908,7 +955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -927,7 +975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -946,7 +995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -965,7 +1015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -984,7 +1035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1003,7 +1055,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1022,7 +1075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1041,7 +1095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1060,7 +1115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1079,7 +1135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1098,7 +1155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1117,7 +1175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1136,7 +1195,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1155,7 +1215,8 @@ "armor": null, "category": "scroll", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1174,7 +1235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1193,7 +1255,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1212,7 +1275,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1231,7 +1295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1250,7 +1315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1269,7 +1335,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -1288,7 +1355,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1307,7 +1375,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -1326,7 +1395,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -1345,7 +1415,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1364,7 +1435,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1383,7 +1455,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1402,7 +1475,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1421,7 +1495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -1440,7 +1515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1459,7 +1535,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1478,7 +1555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1497,7 +1575,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1516,7 +1595,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1535,7 +1615,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1554,7 +1635,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1573,7 +1655,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1592,7 +1675,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1611,7 +1695,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1630,7 +1715,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1649,7 +1735,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1668,7 +1755,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1687,7 +1775,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1706,7 +1795,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1725,7 +1815,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1744,7 +1835,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1763,7 +1855,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1782,7 +1875,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1801,7 +1895,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1820,7 +1915,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1839,7 +1935,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1858,7 +1955,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1877,7 +1975,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1896,7 +1995,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1915,7 +2015,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1934,7 +2035,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1953,7 +2055,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1972,7 +2075,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1991,7 +2095,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2010,7 +2115,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2029,7 +2135,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2048,7 +2155,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2067,7 +2175,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -2086,7 +2195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2105,7 +2215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2124,7 +2235,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2143,7 +2255,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2162,7 +2275,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2181,7 +2295,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2200,7 +2315,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2219,7 +2335,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2238,7 +2355,8 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2257,7 +2375,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2276,7 +2395,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2295,7 +2415,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2314,7 +2435,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2333,7 +2455,8 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2352,7 +2475,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2371,7 +2495,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2390,7 +2515,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2409,7 +2535,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2428,7 +2555,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2447,7 +2575,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2466,7 +2595,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2485,7 +2615,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2504,7 +2635,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2523,7 +2655,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2542,7 +2675,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2561,7 +2695,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2580,7 +2715,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2599,7 +2735,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2618,7 +2755,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2637,7 +2775,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2656,7 +2795,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2675,7 +2815,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2694,7 +2835,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2713,7 +2855,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2732,7 +2875,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2751,7 +2895,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2770,7 +2915,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2789,7 +2935,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2808,7 +2955,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2827,7 +2975,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2846,7 +2995,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2865,7 +3015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -2884,7 +3035,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2903,7 +3055,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2922,7 +3075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2941,7 +3095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2960,7 +3115,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -2979,7 +3135,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2998,7 +3155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3017,7 +3175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -3036,7 +3195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3055,7 +3215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3074,7 +3235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -3093,7 +3255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3112,7 +3275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3131,7 +3295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3150,7 +3315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3169,7 +3335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3188,7 +3355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3207,7 +3375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -3226,7 +3395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3245,7 +3415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3264,7 +3435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3283,7 +3455,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3302,7 +3475,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3321,7 +3495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3340,7 +3515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -3359,7 +3535,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3378,7 +3555,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3397,7 +3575,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3416,7 +3595,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3435,7 +3615,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3454,7 +3635,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3473,7 +3655,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3492,7 +3675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -3511,7 +3695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3530,7 +3715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -3549,7 +3735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -3568,7 +3755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3587,7 +3775,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -3606,7 +3795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3625,7 +3815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -3644,7 +3835,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3663,7 +3855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3682,7 +3875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3701,7 +3895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3720,7 +3915,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3739,7 +3935,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3758,7 +3955,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3777,7 +3975,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3796,7 +3995,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3815,7 +4015,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3834,7 +4035,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3853,7 +4055,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3872,7 +4075,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3891,7 +4095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3910,7 +4115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3929,7 +4135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -3948,7 +4155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3967,7 +4175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3986,7 +4195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4005,7 +4215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4024,7 +4235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -4043,7 +4255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4062,7 +4275,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4081,7 +4295,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4100,7 +4315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4119,7 +4335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4138,7 +4355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4157,7 +4375,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4176,7 +4395,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4195,7 +4415,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4214,7 +4435,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4233,7 +4455,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4252,7 +4475,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4271,7 +4495,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4290,7 +4515,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4309,7 +4535,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4328,7 +4555,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4347,7 +4575,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4366,7 +4595,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4385,7 +4615,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4404,7 +4635,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4423,7 +4655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4442,7 +4675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4461,7 +4695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4480,7 +4715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -4499,7 +4735,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4518,7 +4755,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4537,7 +4775,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4556,7 +4795,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4575,7 +4815,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4594,7 +4835,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4613,7 +4855,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4632,7 +4875,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4651,7 +4895,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4670,7 +4915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4689,7 +4935,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4708,7 +4955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4727,7 +4975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4746,7 +4995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4765,7 +5015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -4784,7 +5035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4803,7 +5055,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -4822,7 +5075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4841,7 +5095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4860,7 +5115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4879,7 +5135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4898,7 +5155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4917,7 +5175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4936,7 +5195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4955,7 +5215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4974,7 +5235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4993,7 +5255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5012,7 +5275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5031,7 +5295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5050,7 +5315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5069,7 +5335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -5088,7 +5355,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5107,7 +5375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5126,7 +5395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5145,7 +5415,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5164,7 +5435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5183,7 +5455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5202,7 +5475,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5221,7 +5495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5240,7 +5515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5259,7 +5535,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5278,7 +5555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5297,7 +5575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5316,7 +5595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5335,7 +5615,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5354,7 +5635,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5373,7 +5655,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5392,7 +5675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5411,7 +5695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -5430,7 +5715,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5449,7 +5735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5468,7 +5755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5487,7 +5775,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5506,7 +5795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5525,7 +5815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5544,7 +5835,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5563,7 +5855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5582,7 +5875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5601,7 +5895,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5620,7 +5915,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5639,7 +5935,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5658,7 +5955,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5677,7 +5975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -5696,7 +5995,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5715,7 +6015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5734,7 +6035,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5753,7 +6055,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5772,7 +6075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5791,7 +6095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5810,7 +6115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -5829,7 +6135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5848,7 +6155,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5867,7 +6175,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5886,7 +6195,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5905,7 +6215,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5924,7 +6235,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5943,7 +6255,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5962,7 +6275,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5981,7 +6295,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6000,7 +6315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6019,7 +6335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -6038,7 +6355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6057,7 +6375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6076,7 +6395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6095,7 +6415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6114,7 +6435,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6133,7 +6455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6152,7 +6475,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6171,7 +6495,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -6190,7 +6515,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6209,7 +6535,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -6228,7 +6555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6247,7 +6575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6266,7 +6595,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6285,7 +6615,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -6304,7 +6635,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -6323,7 +6655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6342,7 +6675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6361,7 +6695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -6380,7 +6715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6399,7 +6735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6418,7 +6755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6437,7 +6775,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6456,7 +6795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6475,7 +6815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6494,7 +6835,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6513,7 +6855,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6532,7 +6875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6551,7 +6895,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6570,7 +6915,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6589,7 +6935,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -6608,7 +6955,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -6627,7 +6975,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -6646,7 +6995,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6665,7 +7015,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6684,7 +7035,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6703,7 +7055,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6722,7 +7075,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6741,7 +7095,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6760,7 +7115,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6779,7 +7135,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6798,7 +7155,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6817,7 +7175,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6836,7 +7195,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6855,7 +7215,8 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6874,7 +7235,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6893,7 +7255,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6912,7 +7275,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6931,7 +7295,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6950,7 +7315,8 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6969,7 +7335,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6988,7 +7355,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7007,7 +7375,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7026,7 +7395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7045,7 +7415,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7064,7 +7435,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7083,7 +7455,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -7102,7 +7475,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7121,7 +7495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -7140,7 +7515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7159,7 +7535,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7178,7 +7555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7197,7 +7575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7216,7 +7595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7235,7 +7615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7254,7 +7635,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7273,7 +7655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -7292,7 +7675,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7311,7 +7695,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7330,7 +7715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -7349,7 +7735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7368,7 +7755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7387,7 +7775,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7406,7 +7795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7425,7 +7815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7444,7 +7835,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7463,7 +7855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -7482,7 +7875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7501,7 +7895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7520,7 +7915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -7539,7 +7935,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -7558,7 +7955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -7577,7 +7975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7596,7 +7995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -7615,7 +8015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7634,7 +8035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7653,7 +8055,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7672,7 +8075,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7691,7 +8095,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7710,7 +8115,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -7729,7 +8135,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7748,7 +8155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7767,7 +8175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7786,7 +8195,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7805,7 +8215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7824,7 +8235,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7843,7 +8255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -7862,7 +8275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7881,7 +8295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7900,7 +8315,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7919,7 +8335,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7938,7 +8355,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7957,7 +8375,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7976,7 +8395,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7995,7 +8415,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8014,7 +8435,8 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8033,7 +8455,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8052,7 +8475,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8071,7 +8495,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8090,7 +8515,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8109,7 +8535,8 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8128,7 +8555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8147,7 +8575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8166,7 +8595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8185,7 +8615,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8204,7 +8635,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8223,7 +8655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8242,7 +8675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8261,7 +8695,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8280,7 +8715,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8299,7 +8735,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8318,7 +8755,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8337,7 +8775,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8356,7 +8795,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8375,7 +8815,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8394,7 +8835,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8413,7 +8855,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8432,7 +8875,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8451,7 +8895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8470,7 +8915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8489,7 +8935,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8508,7 +8955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8527,7 +8975,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8546,7 +8995,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8565,7 +9015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8584,7 +9035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8603,7 +9055,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8622,7 +9075,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8641,7 +9095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8660,7 +9115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -8679,7 +9135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8698,7 +9155,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8717,7 +9175,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8736,7 +9195,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8755,7 +9215,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8774,7 +9235,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8793,7 +9255,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8812,7 +9275,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8831,7 +9295,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8850,7 +9315,8 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8869,7 +9335,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8888,7 +9355,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8907,7 +9375,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8926,7 +9395,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8945,7 +9415,8 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8964,7 +9435,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8983,7 +9455,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9002,7 +9475,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9021,7 +9495,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9040,7 +9515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9059,7 +9535,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9078,7 +9555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -9097,7 +9575,8 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9116,7 +9595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9135,7 +9615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9154,7 +9635,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9173,7 +9655,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9192,7 +9675,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9211,7 +9695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9230,7 +9715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9249,7 +9735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9268,7 +9755,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9287,7 +9775,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -9306,7 +9795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9325,7 +9815,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9344,7 +9835,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9363,7 +9855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9382,7 +9875,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -9401,7 +9895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9420,7 +9915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9439,7 +9935,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9458,7 +9955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9477,7 +9975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9496,7 +9995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -9515,7 +10015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9534,7 +10035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9553,7 +10055,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9572,7 +10075,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9591,7 +10095,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9610,7 +10115,8 @@ "armor": "hide", "category": "armor", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9629,7 +10135,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9648,7 +10155,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9667,7 +10175,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9686,7 +10195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9705,7 +10215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9724,7 +10235,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9743,7 +10255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9762,7 +10275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9781,7 +10295,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9800,7 +10315,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9819,7 +10335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -9838,7 +10355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9857,7 +10375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9876,7 +10395,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9895,7 +10415,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9914,7 +10435,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9933,7 +10455,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9952,7 +10475,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9971,7 +10495,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9990,7 +10515,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10009,7 +10535,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10028,7 +10555,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10047,7 +10575,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10066,7 +10595,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10085,7 +10615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10104,7 +10635,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -10123,7 +10655,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10142,7 +10675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10161,7 +10695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10180,7 +10715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10199,7 +10735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10218,7 +10755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10237,7 +10775,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10256,7 +10795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10275,7 +10815,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10294,7 +10835,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10313,7 +10855,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10332,7 +10875,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10351,7 +10895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10370,7 +10915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10389,7 +10935,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10408,7 +10955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10427,7 +10975,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10446,7 +10995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10465,7 +11015,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10484,7 +11035,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10503,7 +11055,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10522,7 +11075,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10541,7 +11095,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10560,7 +11115,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10579,7 +11135,8 @@ "armor": "leather", "category": "armor", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10598,7 +11155,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10617,7 +11175,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10636,7 +11195,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10655,7 +11215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10674,7 +11235,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10693,7 +11255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10712,7 +11275,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10731,7 +11295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10750,7 +11315,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10769,7 +11335,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10788,7 +11355,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10807,7 +11375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10826,7 +11395,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10845,7 +11415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10864,7 +11435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10883,7 +11455,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10902,7 +11475,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10921,7 +11495,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -10940,7 +11515,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10959,7 +11535,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10978,7 +11555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10997,7 +11575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -11016,7 +11595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -11035,7 +11615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11054,7 +11635,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11073,7 +11655,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11092,7 +11675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11111,7 +11695,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11130,7 +11715,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11149,7 +11735,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11168,7 +11755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11187,7 +11775,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11206,7 +11795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11225,7 +11815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11244,7 +11835,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11263,7 +11855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11282,7 +11875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11301,7 +11895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11320,7 +11915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11339,7 +11935,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11358,7 +11955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11377,7 +11975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -11396,7 +11995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -11415,7 +12015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11434,7 +12035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11453,7 +12055,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11472,7 +12075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11491,7 +12095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11510,7 +12115,8 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11529,7 +12135,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11548,7 +12155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -11567,7 +12175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11586,7 +12195,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11605,7 +12215,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11624,7 +12235,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11643,7 +12255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11662,7 +12275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11681,7 +12295,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11700,7 +12315,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11719,7 +12335,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11738,7 +12355,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11757,7 +12375,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11776,7 +12395,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11795,7 +12415,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11814,7 +12435,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11833,7 +12455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11852,7 +12475,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11871,7 +12495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11890,7 +12515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11909,7 +12535,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11928,7 +12555,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11947,7 +12575,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11966,7 +12595,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11985,7 +12615,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12004,7 +12635,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12023,7 +12655,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12042,7 +12675,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12061,7 +12695,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12080,7 +12715,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12099,7 +12735,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12118,7 +12755,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12137,7 +12775,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -12156,7 +12795,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12175,7 +12815,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12194,7 +12835,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12213,7 +12855,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12232,7 +12875,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12251,7 +12895,8 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12270,7 +12915,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12289,7 +12935,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12308,7 +12955,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12327,7 +12975,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12346,7 +12995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12365,7 +13015,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12384,7 +13035,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12403,7 +13055,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -12422,7 +13075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12441,7 +13095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12460,7 +13115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12479,7 +13135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -12498,7 +13155,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12517,7 +13175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12536,7 +13195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12555,7 +13215,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12574,7 +13235,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12593,7 +13255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12612,7 +13275,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12631,7 +13295,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12650,7 +13315,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12669,7 +13335,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12688,7 +13355,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12707,7 +13375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12726,7 +13395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -12745,7 +13415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12764,7 +13435,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12783,7 +13455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12802,7 +13475,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12821,7 +13495,8 @@ "armor": "padded", "category": "armor", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12840,7 +13515,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12859,7 +13535,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12878,7 +13555,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -12897,7 +13575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12916,7 +13595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -12935,7 +13615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12954,7 +13635,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12973,7 +13655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12992,7 +13675,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13011,7 +13695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13030,7 +13715,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13049,7 +13735,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13068,7 +13755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -13087,7 +13775,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13106,7 +13795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13125,7 +13815,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13144,7 +13835,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13163,7 +13855,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13182,7 +13875,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13201,7 +13895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13220,7 +13915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13239,7 +13935,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13258,7 +13955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13277,7 +13975,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13296,7 +13995,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -13315,7 +14015,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13334,7 +14035,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13353,7 +14055,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13372,7 +14075,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13391,7 +14095,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13410,7 +14115,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13429,7 +14135,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13448,7 +14155,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13467,7 +14175,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13486,7 +14195,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13505,7 +14215,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13524,7 +14235,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13543,7 +14255,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13562,7 +14275,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13581,7 +14295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13600,7 +14315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13619,7 +14335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13638,7 +14355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13657,7 +14375,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13676,7 +14395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13695,7 +14415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13714,7 +14435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13733,7 +14455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13752,7 +14475,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13771,7 +14495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13790,7 +14515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -13809,7 +14535,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13828,7 +14555,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -13847,7 +14575,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13866,7 +14595,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13885,7 +14615,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13904,7 +14635,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13923,7 +14655,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13942,7 +14675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13961,7 +14695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13980,7 +14715,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13999,7 +14735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14018,7 +14755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14037,7 +14775,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14056,7 +14795,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14075,7 +14815,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -14094,7 +14835,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14113,7 +14855,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14132,7 +14875,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -14151,7 +14895,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14170,7 +14915,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14189,7 +14935,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14208,7 +14955,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14227,7 +14975,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14246,7 +14995,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14265,7 +15015,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14284,7 +15035,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14303,7 +15055,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -14322,7 +15075,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -14341,7 +15095,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -14360,7 +15115,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -14379,7 +15135,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14398,7 +15155,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14417,7 +15175,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14436,7 +15195,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14455,7 +15215,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14474,7 +15235,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14493,7 +15255,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14512,7 +15275,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14531,7 +15295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14550,7 +15315,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14569,7 +15335,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14588,7 +15355,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14607,7 +15375,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14626,7 +15395,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14645,7 +15415,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -14664,7 +15435,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14683,7 +15455,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14702,7 +15475,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14721,7 +15495,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -14740,7 +15515,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14759,7 +15535,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -14778,7 +15555,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14797,7 +15575,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -14816,7 +15595,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -14835,7 +15615,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14854,7 +15635,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14873,7 +15655,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -14892,7 +15675,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14911,7 +15695,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -14930,7 +15715,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -14949,7 +15735,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -14968,7 +15755,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -14987,7 +15775,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15006,7 +15795,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15025,7 +15815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -15044,7 +15835,8 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -15063,7 +15855,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15082,7 +15875,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15101,7 +15895,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15120,7 +15915,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -15139,7 +15935,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15158,7 +15955,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15177,7 +15975,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -15196,7 +15995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15215,7 +16015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15234,7 +16035,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15253,7 +16055,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -15272,7 +16075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15291,7 +16095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15310,7 +16115,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15329,7 +16135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15348,7 +16155,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15367,7 +16175,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15386,7 +16195,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -15405,7 +16215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15424,7 +16235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15443,7 +16255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15462,7 +16275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15481,7 +16295,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15500,7 +16315,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15519,7 +16335,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15538,7 +16355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15557,7 +16375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -15576,7 +16395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15595,7 +16415,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -15614,7 +16435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -15633,7 +16455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -15652,7 +16475,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15671,7 +16495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15690,7 +16515,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15709,7 +16535,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15728,7 +16555,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -15747,7 +16575,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -15766,7 +16595,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15785,7 +16615,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -15804,7 +16635,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15823,7 +16655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -15842,7 +16675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15861,7 +16695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15880,7 +16715,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15899,7 +16735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15918,7 +16755,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15937,7 +16775,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15956,7 +16795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -15975,7 +16815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -15994,7 +16835,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16013,7 +16855,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16032,7 +16875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16051,7 +16895,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -16070,7 +16915,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16089,7 +16935,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16108,7 +16955,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16127,7 +16975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16146,7 +16995,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16165,7 +17015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16184,7 +17035,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16203,7 +17055,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16222,7 +17075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -16241,7 +17095,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16260,7 +17115,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16279,7 +17135,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16298,7 +17155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16317,7 +17175,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16336,7 +17195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16355,7 +17215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16374,7 +17235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16393,7 +17255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16412,7 +17275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16431,7 +17295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16450,7 +17315,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16469,7 +17335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16488,7 +17355,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16507,7 +17375,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16526,7 +17395,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16545,7 +17415,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16564,7 +17435,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16583,7 +17455,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16602,7 +17475,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16621,7 +17495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16640,7 +17515,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16659,7 +17535,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16678,7 +17555,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -16697,7 +17575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16716,7 +17595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -16735,7 +17615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16754,7 +17635,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16773,7 +17655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16792,7 +17675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -16811,7 +17695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -16830,7 +17715,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -16849,7 +17735,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -16868,7 +17755,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -16887,7 +17775,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -16906,7 +17795,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16925,7 +17815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -16944,7 +17835,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -16963,7 +17855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -16982,7 +17875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17001,7 +17895,8 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17020,7 +17915,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17039,7 +17935,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17058,7 +17955,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17077,7 +17975,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17096,7 +17995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17115,7 +18015,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17134,7 +18035,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17153,7 +18055,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17172,7 +18075,8 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17191,7 +18095,8 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17210,7 +18115,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17229,7 +18135,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17248,7 +18155,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17267,7 +18175,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17286,7 +18195,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -17305,7 +18215,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17324,7 +18235,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -17343,7 +18255,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -17362,7 +18275,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17381,7 +18295,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17400,7 +18315,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17419,7 +18335,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17438,7 +18355,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17457,7 +18375,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17476,7 +18395,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17495,7 +18415,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17514,7 +18435,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -17533,7 +18455,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17552,7 +18475,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17571,7 +18495,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17590,7 +18515,8 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17609,7 +18535,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17628,7 +18555,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17647,7 +18575,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -17666,7 +18595,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17685,7 +18615,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17704,7 +18635,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17723,7 +18655,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17742,7 +18675,8 @@ "armor": "splint", "category": "armor", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17761,7 +18695,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17780,7 +18715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -17799,7 +18735,8 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17818,7 +18755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17837,7 +18775,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -17856,7 +18795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17875,7 +18815,8 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17894,7 +18835,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17913,7 +18855,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -17932,7 +18875,8 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -17951,7 +18895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -17970,7 +18915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -17989,7 +18935,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18008,7 +18955,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -18027,7 +18975,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -18046,7 +18995,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -18065,7 +19015,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18084,7 +19035,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18103,7 +19055,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18122,7 +19075,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18141,7 +19095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18160,7 +19115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -18179,7 +19135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -18198,7 +19155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -18217,7 +19175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18236,7 +19195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18255,7 +19215,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18274,7 +19235,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -18293,7 +19255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18312,7 +19275,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18331,7 +19295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -18350,7 +19315,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18369,7 +19335,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18388,7 +19355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18407,7 +19375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18426,7 +19395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18445,7 +19415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18464,7 +19435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18483,7 +19455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18502,7 +19475,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -18521,7 +19495,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18540,7 +19515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18559,7 +19535,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -18578,7 +19555,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -18597,7 +19575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18616,7 +19595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18635,7 +19615,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -18654,7 +19635,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18673,7 +19655,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -18692,7 +19675,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -18711,7 +19695,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18730,7 +19715,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18749,7 +19735,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -18768,7 +19755,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18787,7 +19775,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18806,7 +19795,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -18825,7 +19815,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18844,7 +19835,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18863,7 +19855,8 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -18882,7 +19875,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18901,7 +19895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18920,7 +19915,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -18939,7 +19935,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18958,7 +19955,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18977,7 +19975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -18996,7 +19995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19015,7 +20015,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19034,7 +20035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19053,7 +20055,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19072,7 +20075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19091,7 +20095,8 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19110,7 +20115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19129,7 +20135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19148,7 +20155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19167,7 +20175,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19186,7 +20195,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -19205,7 +20215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19224,7 +20235,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -19243,7 +20255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19262,7 +20275,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -19281,7 +20295,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19300,7 +20315,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19319,7 +20335,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19338,7 +20355,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19357,7 +20375,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -19376,7 +20395,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19395,7 +20415,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19414,7 +20435,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19433,7 +20455,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19452,7 +20475,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19471,7 +20495,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19490,7 +20515,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19509,7 +20535,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19528,7 +20555,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19547,7 +20575,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19566,7 +20595,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19585,7 +20615,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19604,7 +20635,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19623,7 +20655,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19642,7 +20675,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19661,7 +20695,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19680,7 +20715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19699,7 +20735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19718,7 +20755,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19737,7 +20775,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19756,7 +20795,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19775,7 +20815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19794,7 +20835,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19813,7 +20855,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19832,7 +20875,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19851,7 +20895,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -19870,7 +20915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19889,7 +20935,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -19908,7 +20955,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -19927,7 +20975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -19946,7 +20995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -19965,7 +21015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -19984,7 +21035,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -20003,7 +21055,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -20022,7 +21075,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -20041,7 +21095,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -20060,7 +21115,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -20079,7 +21135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -20098,7 +21155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -20117,7 +21175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -20136,7 +21195,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -20155,7 +21215,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -20174,7 +21235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -20193,7 +21255,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } } ] diff --git a/data/v2/wizards-of-the-coast/srd/Item.json b/data/v2/wizards-of-the-coast/srd/Item.json index 9fe6cf32..b8f2dd3f 100644 --- a/data/v2/wizards-of-the-coast/srd/Item.json +++ b/data/v2/wizards-of-the-coast/srd/Item.json @@ -15,7 +15,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -34,7 +35,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -53,7 +55,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -72,7 +75,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -91,7 +95,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -110,7 +115,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -129,7 +135,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -148,7 +155,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -167,7 +175,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -186,7 +195,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -205,7 +215,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -224,7 +235,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -243,7 +255,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -262,7 +275,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -281,7 +295,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -300,7 +315,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -319,7 +335,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -338,7 +355,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -357,7 +375,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -376,7 +395,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -395,7 +415,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -414,7 +435,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -433,7 +455,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -452,7 +475,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -471,7 +495,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -490,7 +515,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -509,7 +535,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -528,7 +555,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -547,7 +575,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -566,7 +595,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -585,7 +615,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -604,7 +635,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -623,7 +655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -642,7 +675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -661,7 +695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -680,7 +715,8 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -699,7 +735,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -718,7 +755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -737,7 +775,8 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -756,7 +795,8 @@ "armor": "leather", "category": "armor", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -775,7 +815,8 @@ "armor": "padded", "category": "armor", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -794,7 +835,8 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -813,7 +855,8 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -832,7 +875,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -851,7 +895,8 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -870,7 +915,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -889,7 +935,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -908,7 +955,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -927,7 +975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -946,7 +995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -965,7 +1015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -984,7 +1035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1003,7 +1055,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1022,7 +1075,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1041,7 +1095,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1060,7 +1115,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1079,7 +1135,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1098,7 +1155,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1117,7 +1175,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1136,7 +1195,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1155,7 +1215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1174,7 +1235,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1193,7 +1255,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1212,7 +1275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -1231,7 +1295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1250,7 +1315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1269,7 +1335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1288,7 +1355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1307,7 +1375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1326,7 +1395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -1345,7 +1415,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1364,7 +1435,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1383,7 +1455,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1402,7 +1475,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1421,7 +1495,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1440,7 +1515,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1459,7 +1535,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1478,7 +1555,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1497,7 +1575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1516,7 +1595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1535,7 +1615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1554,7 +1635,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1573,7 +1655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1592,7 +1675,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1611,7 +1695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1630,7 +1715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1649,7 +1735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1668,7 +1755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1687,7 +1775,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1706,7 +1795,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1725,7 +1815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1744,7 +1835,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -1763,7 +1855,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1782,7 +1875,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1801,7 +1895,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1820,7 +1915,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1839,7 +1935,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1858,7 +1955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1877,7 +1975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -1896,7 +1995,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1915,7 +2015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -1934,7 +2035,8 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1953,7 +2055,8 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1972,7 +2075,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -1991,7 +2095,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2010,7 +2115,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2029,7 +2135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2048,7 +2155,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2067,7 +2175,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2086,7 +2195,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2105,7 +2215,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2124,7 +2235,8 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2143,7 +2255,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2162,7 +2275,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2181,7 +2295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2200,7 +2315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2219,7 +2335,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2238,7 +2355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -2257,7 +2375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2276,7 +2395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2295,7 +2415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2314,7 +2435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2333,7 +2455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2352,7 +2475,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2371,7 +2495,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2390,7 +2515,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2409,7 +2535,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2428,7 +2555,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2447,7 +2575,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2466,7 +2595,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2485,7 +2615,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -2504,7 +2635,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2523,7 +2655,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2542,7 +2675,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2561,7 +2695,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2580,7 +2715,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2599,7 +2735,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2618,7 +2755,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2637,7 +2775,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2656,7 +2795,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2675,7 +2815,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2694,7 +2835,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -2713,7 +2855,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2732,7 +2875,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2751,7 +2895,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2770,7 +2915,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -2789,7 +2935,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2808,7 +2955,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -2827,7 +2975,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2846,7 +2995,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -2865,7 +3015,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2884,7 +3035,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -2903,7 +3055,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -2922,7 +3075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2941,7 +3095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2960,7 +3115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -2979,7 +3135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -2998,7 +3155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -3017,7 +3175,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3036,7 +3195,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3055,7 +3215,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3074,7 +3235,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3093,7 +3255,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3112,7 +3275,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3131,7 +3295,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3150,7 +3315,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3169,7 +3335,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3188,7 +3355,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3207,7 +3375,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3226,7 +3395,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3245,7 +3415,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3264,7 +3435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3283,7 +3455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3302,7 +3475,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -3321,7 +3495,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3340,7 +3515,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3359,7 +3535,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3378,7 +3555,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3397,7 +3575,8 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3416,7 +3595,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3435,7 +3615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3454,7 +3635,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3473,7 +3655,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3492,7 +3675,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3511,7 +3695,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3530,7 +3715,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3549,7 +3735,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3568,7 +3755,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3587,7 +3775,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3606,7 +3795,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3625,7 +3815,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3644,7 +3835,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3663,7 +3855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3682,7 +3875,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3701,7 +3895,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3720,7 +3915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3739,7 +3935,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -3758,7 +3955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3777,7 +3975,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3796,7 +3995,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3815,7 +4015,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3834,7 +4035,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -3853,7 +4055,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3872,7 +4075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3891,7 +4095,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3910,7 +4115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -3929,7 +4135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3948,7 +4155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3967,7 +4175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -3986,7 +4195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4005,7 +4215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4024,7 +4235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4043,7 +4255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4062,7 +4275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4081,7 +4295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4100,7 +4315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4119,7 +4335,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4138,7 +4355,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4157,7 +4375,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4176,7 +4395,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4195,7 +4415,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4214,7 +4435,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4233,7 +4455,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4252,7 +4475,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4271,7 +4495,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4290,7 +4515,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4309,7 +4535,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4328,7 +4555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4347,7 +4575,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4366,7 +4595,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4385,7 +4615,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4404,7 +4635,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4423,7 +4655,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4442,7 +4675,8 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4461,7 +4695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4480,7 +4715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4499,7 +4735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4518,7 +4755,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4537,7 +4775,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4556,7 +4795,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4575,7 +4815,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4594,7 +4835,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4613,7 +4855,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4632,7 +4875,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4651,7 +4895,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4670,7 +4915,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4689,7 +4935,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4708,7 +4955,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4727,7 +4975,8 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4746,7 +4995,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4765,7 +5015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4784,7 +5035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4803,7 +5055,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4822,7 +5075,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4841,7 +5095,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4860,7 +5115,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4879,7 +5135,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4898,7 +5155,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4917,7 +5175,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -4936,7 +5195,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -4955,7 +5215,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -4974,7 +5235,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -4993,7 +5255,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5012,7 +5275,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5031,7 +5295,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5050,7 +5315,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5069,7 +5335,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5088,7 +5355,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5107,7 +5375,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5126,7 +5395,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5145,7 +5415,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5164,7 +5435,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5183,7 +5455,8 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5202,7 +5475,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5221,7 +5495,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5240,7 +5515,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5259,7 +5535,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5278,7 +5555,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5297,7 +5575,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5316,7 +5595,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5335,7 +5615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5354,7 +5635,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5373,7 +5655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5392,7 +5675,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5411,7 +5695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5430,7 +5715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5449,7 +5735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5468,7 +5755,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5487,7 +5775,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5506,7 +5795,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5525,7 +5815,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5544,7 +5835,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5563,7 +5855,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5582,7 +5875,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5601,7 +5895,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5620,7 +5915,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5639,7 +5935,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5658,7 +5955,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5677,7 +5975,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5696,7 +5995,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -5715,7 +6015,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5734,7 +6035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5753,7 +6055,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5772,7 +6075,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5791,7 +6095,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5810,7 +6115,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -5829,7 +6135,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5848,7 +6155,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -5867,7 +6175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5886,7 +6195,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5905,7 +6215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5924,7 +6235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -5943,7 +6255,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -5962,7 +6275,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -5981,7 +6295,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6000,7 +6315,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6019,7 +6335,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6038,7 +6355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -6057,7 +6375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6076,7 +6395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -6095,7 +6415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6114,7 +6435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6133,7 +6455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6152,7 +6475,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6171,7 +6495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -6190,7 +6515,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6209,7 +6535,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6228,7 +6555,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6247,7 +6575,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6266,7 +6595,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6285,7 +6615,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6304,7 +6635,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6323,7 +6655,8 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6342,7 +6675,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6361,7 +6695,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6380,7 +6715,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6399,7 +6735,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6418,7 +6755,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6437,7 +6775,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6456,7 +6795,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6475,7 +6815,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6494,7 +6835,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6513,7 +6855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6532,7 +6875,8 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6551,7 +6895,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6570,7 +6915,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6589,7 +6935,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6608,7 +6955,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6627,7 +6975,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6646,7 +6995,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6665,7 +7015,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6684,7 +7035,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6703,7 +7055,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6722,7 +7075,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6741,7 +7095,8 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6760,7 +7115,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6779,7 +7135,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6798,7 +7155,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -6817,7 +7175,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -6836,7 +7195,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6855,7 +7215,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6874,7 +7235,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6893,7 +7255,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6912,7 +7275,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6931,7 +7295,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6950,7 +7315,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -6969,7 +7335,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -6988,7 +7355,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7007,7 +7375,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7026,7 +7395,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7045,7 +7415,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7064,7 +7435,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7083,7 +7455,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7102,7 +7475,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7121,7 +7495,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7140,7 +7515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7159,7 +7535,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7178,7 +7555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7197,7 +7575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7216,7 +7595,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7235,7 +7615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7254,7 +7635,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7273,7 +7655,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7292,7 +7675,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7311,7 +7695,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7330,7 +7715,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7349,7 +7735,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7368,7 +7755,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7387,7 +7775,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7406,7 +7795,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7425,7 +7815,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7444,7 +7835,8 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7463,7 +7855,8 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7482,7 +7875,8 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7501,7 +7895,8 @@ "armor": "half-plate", "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7520,7 +7915,8 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7539,7 +7935,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7558,7 +7955,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7577,7 +7975,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7596,7 +7995,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7615,7 +8015,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7634,7 +8035,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7653,7 +8055,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7672,7 +8075,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7691,7 +8095,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7710,7 +8115,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7729,7 +8135,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7748,7 +8155,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7767,7 +8175,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7786,7 +8195,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7805,7 +8215,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7824,7 +8235,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7843,7 +8255,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7862,7 +8275,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7881,7 +8295,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7900,7 +8315,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7919,7 +8335,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -7938,7 +8355,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -7957,7 +8375,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -7976,7 +8395,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -7995,7 +8415,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8014,7 +8435,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8033,7 +8455,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 6 + "rarity_integer": 6, + "rarity": "artifact" } }, { @@ -8052,7 +8475,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8071,7 +8495,8 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8090,7 +8515,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8109,7 +8535,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8128,7 +8555,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8147,7 +8575,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8166,7 +8595,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8185,7 +8615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8204,7 +8635,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8223,7 +8655,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8242,7 +8675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8261,7 +8695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8280,7 +8715,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8299,7 +8735,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8318,7 +8755,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8337,7 +8775,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8356,7 +8795,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8375,7 +8815,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8394,7 +8835,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8413,7 +8855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8432,7 +8875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8451,7 +8895,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8470,7 +8915,8 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8489,7 +8935,8 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -8508,7 +8955,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8527,7 +8975,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8546,7 +8995,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8565,7 +9015,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8584,7 +9035,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8603,7 +9055,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -8622,7 +9075,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8641,7 +9095,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8660,7 +9115,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8679,7 +9135,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8698,7 +9155,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8717,7 +9175,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8736,7 +9195,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8755,7 +9215,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8774,7 +9235,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8793,7 +9255,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8812,7 +9275,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8831,7 +9295,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -8850,7 +9315,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8869,7 +9335,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8888,7 +9355,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8907,7 +9375,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -8926,7 +9395,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8945,7 +9415,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -8964,7 +9435,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -8983,7 +9455,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9002,7 +9475,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -9021,7 +9495,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9040,7 +9515,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9059,7 +9535,8 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9078,7 +9555,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9097,7 +9575,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9116,7 +9595,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9135,7 +9615,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9154,7 +9635,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9173,7 +9655,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9192,7 +9675,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9211,7 +9695,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9230,7 +9715,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9249,7 +9735,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9268,7 +9755,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9287,7 +9775,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9306,7 +9795,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9325,7 +9815,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9344,7 +9835,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9363,7 +9855,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9382,7 +9875,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9401,7 +9895,8 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9420,7 +9915,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9439,7 +9935,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -9458,7 +9955,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -9477,7 +9975,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9496,7 +9995,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9515,7 +10015,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9534,7 +10035,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -9553,7 +10055,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9572,7 +10075,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9591,7 +10095,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9610,7 +10115,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9629,7 +10135,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9648,7 +10155,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9667,7 +10175,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9686,7 +10195,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -9705,7 +10215,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9724,7 +10235,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9743,7 +10255,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9762,7 +10275,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -9781,7 +10295,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9800,7 +10315,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9819,7 +10335,8 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9838,7 +10355,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -9857,7 +10375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9876,7 +10395,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9895,7 +10415,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -9914,7 +10435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -9933,7 +10455,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9952,7 +10475,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -9971,7 +10495,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -9990,7 +10515,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10009,7 +10535,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -10028,7 +10555,8 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10047,7 +10575,8 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10066,7 +10595,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10085,7 +10615,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10104,7 +10635,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10123,7 +10655,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10142,7 +10675,8 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10161,7 +10695,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10180,7 +10715,8 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10199,7 +10735,8 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10218,7 +10755,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10237,7 +10775,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -10256,7 +10795,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10275,7 +10815,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10294,7 +10835,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10313,7 +10855,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10332,7 +10875,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10351,7 +10895,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10370,7 +10915,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10389,7 +10935,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10408,7 +10955,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10427,7 +10975,8 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10446,7 +10995,8 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10465,7 +11015,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10484,7 +11035,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10503,7 +11055,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10522,7 +11075,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10541,7 +11095,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10560,7 +11115,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10579,7 +11135,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10598,7 +11155,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10617,7 +11175,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10636,7 +11195,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10655,7 +11215,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10674,7 +11235,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10693,7 +11255,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10712,7 +11275,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10731,7 +11295,8 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10750,7 +11315,8 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10769,7 +11335,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10788,7 +11355,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10807,7 +11375,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -10826,7 +11395,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -10845,7 +11415,8 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10864,7 +11435,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10883,7 +11455,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10902,7 +11475,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10921,7 +11495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -10940,7 +11515,8 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10959,7 +11535,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -10978,7 +11555,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -10997,7 +11575,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11016,7 +11595,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11035,7 +11615,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -11054,7 +11635,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11073,7 +11655,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11092,7 +11675,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11111,7 +11695,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11130,7 +11715,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11149,7 +11735,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11168,7 +11755,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11187,7 +11775,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -11206,7 +11795,8 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 1 + "rarity_integer": 1, + "rarity": "common" } }, { @@ -11225,7 +11815,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11244,7 +11835,8 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11263,7 +11855,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -11282,7 +11875,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11301,7 +11895,8 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11320,7 +11915,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11339,7 +11935,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11358,7 +11955,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11377,7 +11975,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11396,7 +11995,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11415,7 +12015,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11434,7 +12035,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11453,7 +12055,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11472,7 +12075,8 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11491,7 +12095,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11510,7 +12115,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -11529,7 +12135,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11548,7 +12155,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11567,7 +12175,8 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -11586,7 +12195,8 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11605,7 +12215,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -11624,7 +12235,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -11643,7 +12255,8 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11662,7 +12275,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11681,7 +12295,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11700,7 +12315,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11719,7 +12335,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11738,7 +12355,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11757,7 +12375,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11776,7 +12395,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11795,7 +12415,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11814,7 +12435,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11833,7 +12455,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11852,7 +12475,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11871,7 +12495,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11890,7 +12515,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11909,7 +12535,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -11928,7 +12555,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -11947,7 +12575,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -11966,7 +12595,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -11985,7 +12615,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12004,7 +12635,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12023,7 +12655,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12042,7 +12675,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -12061,7 +12695,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -12080,7 +12715,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -12099,7 +12735,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12118,7 +12755,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12137,7 +12775,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12156,7 +12795,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12175,7 +12815,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -12194,7 +12835,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -12213,7 +12855,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -12232,7 +12875,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12251,7 +12895,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12270,7 +12915,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -12289,7 +12935,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12308,7 +12955,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12327,7 +12975,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12346,7 +12995,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12365,7 +13015,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12384,7 +13035,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12403,7 +13055,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12422,7 +13075,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12441,7 +13095,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12460,7 +13115,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12479,7 +13135,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12498,7 +13155,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12517,7 +13175,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12536,7 +13195,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12555,7 +13215,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12574,7 +13235,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12593,7 +13255,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12612,7 +13275,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12631,7 +13295,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12650,7 +13315,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12669,7 +13335,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12688,7 +13355,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12707,7 +13375,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12726,7 +13395,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12745,7 +13415,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12764,7 +13435,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12783,7 +13455,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12802,7 +13475,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12821,7 +13495,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12840,7 +13515,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12859,7 +13535,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12878,7 +13555,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12897,7 +13575,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12916,7 +13595,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12935,7 +13615,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12954,7 +13635,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12973,7 +13655,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -12992,7 +13675,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13011,7 +13695,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13030,7 +13715,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13049,7 +13735,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13068,7 +13755,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13087,7 +13775,8 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13106,7 +13795,8 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13125,7 +13815,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13144,7 +13835,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13163,7 +13855,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13182,7 +13875,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13201,7 +13895,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13220,7 +13915,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13239,7 +13935,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13258,7 +13955,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13277,7 +13975,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13296,7 +13995,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13315,7 +14015,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13334,7 +14035,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13353,7 +14055,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13372,7 +14075,8 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13391,7 +14095,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13410,7 +14115,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13429,7 +14135,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13448,7 +14155,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13467,7 +14175,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13486,7 +14195,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13505,7 +14215,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13524,7 +14235,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13543,7 +14255,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13562,7 +14275,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13581,7 +14295,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13600,7 +14315,8 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13619,7 +14335,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13638,7 +14355,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13657,7 +14375,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5 + "rarity_integer": 5, + "rarity": "legendary" } }, { @@ -13676,7 +14395,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13695,7 +14415,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13714,7 +14435,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13733,7 +14455,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13752,7 +14475,8 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4 + "rarity_integer": 4, + "rarity": "very-rare" } }, { @@ -13771,7 +14495,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13790,7 +14515,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2 + "rarity_integer": 2, + "rarity": "uncommon" } }, { @@ -13809,7 +14535,8 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3 + "rarity_integer": 3, + "rarity": "rare" } }, { @@ -13828,7 +14555,8 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13847,7 +14575,8 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13866,7 +14595,8 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } }, { @@ -13885,7 +14615,8 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": null + "rarity_integer": null, + "rarity": null } } ] diff --git a/scripts/data_manipulation/remaprarity.py b/scripts/data_manipulation/remaprarity.py index 657357ea..49bd5dc6 100644 --- a/scripts/data_manipulation/remaprarity.py +++ b/scripts/data_manipulation/remaprarity.py @@ -7,10 +7,10 @@ def remaprarity(): print("REMAPPING RARITY FOR ITEMS") for item in v2.Item.objects.all(): - if item.rarity is not None: + if item.rarity_integer is not None: for rarity in v2.ItemRarity.objects.all(): - if item.rarity == rarity.rank: + if item.rarity_integer == rarity.rank: mapped_rarity = rarity print("key:{} size_int:{} mapped_size:{}".format(item.key, item.rarity, mapped_rarity.name)) - #item.size = mapped_size - #item.save() + item.rarity = mapped_rarity + item.save() From e247e99ee1d86453aea9ab33d3bb7fa7a7c1e3f5 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 15:08:37 -0500 Subject: [PATCH 18/36] Remove deprecated field. --- .../0060_remove_item_rarity_integer.py | 17 + api_v2/models/item.py | 9 - data/v2/kobold-press/vault-of-magic/Item.json | 1063 ----------------- data/v2/wizards-of-the-coast/srd/Item.json | 731 ------------ 4 files changed, 17 insertions(+), 1803 deletions(-) create mode 100644 api_v2/migrations/0060_remove_item_rarity_integer.py diff --git a/api_v2/migrations/0060_remove_item_rarity_integer.py b/api_v2/migrations/0060_remove_item_rarity_integer.py new file mode 100644 index 00000000..6ab42611 --- /dev/null +++ b/api_v2/migrations/0060_remove_item_rarity_integer.py @@ -0,0 +1,17 @@ +# Generated by Django 3.2.20 on 2024-03-14 20:08 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0059_item_rarity'), + ] + + operations = [ + migrations.RemoveField( + model_name='item', + name='rarity_integer', + ), + ] diff --git a/api_v2/models/item.py b/api_v2/models/item.py index 076aa54c..ce1cc937 100644 --- a/api_v2/models/item.py +++ b/api_v2/models/item.py @@ -63,15 +63,6 @@ class Item(Object, HasDescription, FromDocument): default=False, # An item is not magical unless specified. help_text='If the item requires attunement.') - rarity_integer = models.IntegerField( - null=True, # Allow an unspecified size. - blank=True, - choices=ITEM_RARITY_CHOICES, - validators=[ - MinValueValidator(1), - MaxValueValidator(6)], - help_text='Integer representing the rarity of the object.') - rarity = models.ForeignKey( "ItemRarity", null=True, diff --git a/data/v2/kobold-press/vault-of-magic/Item.json b/data/v2/kobold-press/vault-of-magic/Item.json index 4a0d69c8..5558c137 100644 --- a/data/v2/kobold-press/vault-of-magic/Item.json +++ b/data/v2/kobold-press/vault-of-magic/Item.json @@ -15,7 +15,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -35,7 +34,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -55,7 +53,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -75,7 +72,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -95,7 +91,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -115,7 +110,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -135,7 +129,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -155,7 +148,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -175,7 +167,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -195,7 +186,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -215,7 +205,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -235,7 +224,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -255,7 +243,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -275,7 +262,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -295,7 +281,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -315,7 +300,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -335,7 +319,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -355,7 +338,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -375,7 +357,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -395,7 +376,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -415,7 +395,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -435,7 +414,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -455,7 +433,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -475,7 +452,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -495,7 +471,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -515,7 +490,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -535,7 +509,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -555,7 +528,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -575,7 +547,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -595,7 +566,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -615,7 +585,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -635,7 +604,6 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -655,7 +623,6 @@ "armor": "hide", "category": "armor", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -675,7 +642,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -695,7 +661,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -715,7 +680,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -735,7 +699,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -755,7 +718,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -775,7 +737,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -795,7 +756,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -815,7 +775,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -835,7 +794,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -855,7 +813,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -875,7 +832,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -895,7 +851,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -915,7 +870,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -935,7 +889,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -955,7 +908,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -975,7 +927,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -995,7 +946,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1015,7 +965,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1035,7 +984,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1055,7 +1003,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1075,7 +1022,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1095,7 +1041,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1115,7 +1060,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1135,7 +1079,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1155,7 +1098,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1175,7 +1117,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1195,7 +1136,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1215,7 +1155,6 @@ "armor": null, "category": "scroll", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1235,7 +1174,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1255,7 +1193,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1275,7 +1212,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1295,7 +1231,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1315,7 +1250,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1335,7 +1269,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -1355,7 +1288,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1375,7 +1307,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -1395,7 +1326,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -1415,7 +1345,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1435,7 +1364,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1455,7 +1383,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1475,7 +1402,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1495,7 +1421,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -1515,7 +1440,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1535,7 +1459,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1555,7 +1478,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1575,7 +1497,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1595,7 +1516,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1615,7 +1535,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1635,7 +1554,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1655,7 +1573,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1675,7 +1592,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1695,7 +1611,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1715,7 +1630,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1735,7 +1649,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1755,7 +1668,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1775,7 +1687,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1795,7 +1706,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1815,7 +1725,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1835,7 +1744,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1855,7 +1763,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1875,7 +1782,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1895,7 +1801,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1915,7 +1820,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1935,7 +1839,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1955,7 +1858,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1975,7 +1877,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1995,7 +1896,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2015,7 +1915,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2035,7 +1934,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2055,7 +1953,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2075,7 +1972,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2095,7 +1991,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2115,7 +2010,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2135,7 +2029,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2155,7 +2048,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2175,7 +2067,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -2195,7 +2086,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2215,7 +2105,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -2235,7 +2124,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2255,7 +2143,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2275,7 +2162,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2295,7 +2181,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2315,7 +2200,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2335,7 +2219,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2355,7 +2238,6 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2375,7 +2257,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2395,7 +2276,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2415,7 +2295,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2435,7 +2314,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2455,7 +2333,6 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -2475,7 +2352,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2495,7 +2371,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2515,7 +2390,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2535,7 +2409,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2555,7 +2428,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2575,7 +2447,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2595,7 +2466,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2615,7 +2485,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2635,7 +2504,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2655,7 +2523,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2675,7 +2542,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2695,7 +2561,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2715,7 +2580,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2735,7 +2599,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2755,7 +2618,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2775,7 +2637,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2795,7 +2656,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2815,7 +2675,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2835,7 +2694,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2855,7 +2713,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2875,7 +2732,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2895,7 +2751,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2915,7 +2770,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2935,7 +2789,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2955,7 +2808,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2975,7 +2827,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2995,7 +2846,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3015,7 +2865,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3035,7 +2884,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3055,7 +2903,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3075,7 +2922,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3095,7 +2941,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3115,7 +2960,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3135,7 +2979,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3155,7 +2998,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3175,7 +3017,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -3195,7 +3036,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3215,7 +3055,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3235,7 +3074,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -3255,7 +3093,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3275,7 +3112,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3295,7 +3131,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3315,7 +3150,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3335,7 +3169,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3355,7 +3188,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3375,7 +3207,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -3395,7 +3226,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3415,7 +3245,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3435,7 +3264,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3455,7 +3283,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3475,7 +3302,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3495,7 +3321,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3515,7 +3340,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -3535,7 +3359,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3555,7 +3378,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3575,7 +3397,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3595,7 +3416,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3615,7 +3435,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3635,7 +3454,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3655,7 +3473,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3675,7 +3492,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -3695,7 +3511,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3715,7 +3530,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -3735,7 +3549,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -3755,7 +3568,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3775,7 +3587,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -3795,7 +3606,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3815,7 +3625,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -3835,7 +3644,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3855,7 +3663,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3875,7 +3682,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3895,7 +3701,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3915,7 +3720,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3935,7 +3739,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3955,7 +3758,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3975,7 +3777,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3995,7 +3796,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4015,7 +3815,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4035,7 +3834,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4055,7 +3853,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4075,7 +3872,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4095,7 +3891,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4115,7 +3910,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4135,7 +3929,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -4155,7 +3948,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4175,7 +3967,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4195,7 +3986,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4215,7 +4005,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4235,7 +4024,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -4255,7 +4043,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4275,7 +4062,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4295,7 +4081,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4315,7 +4100,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4335,7 +4119,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4355,7 +4138,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4375,7 +4157,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4395,7 +4176,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4415,7 +4195,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4435,7 +4214,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4455,7 +4233,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4475,7 +4252,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4495,7 +4271,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4515,7 +4290,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4535,7 +4309,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4555,7 +4328,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4575,7 +4347,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4595,7 +4366,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4615,7 +4385,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4635,7 +4404,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4655,7 +4423,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4675,7 +4442,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4695,7 +4461,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4715,7 +4480,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -4735,7 +4499,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4755,7 +4518,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4775,7 +4537,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4795,7 +4556,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4815,7 +4575,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4835,7 +4594,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4855,7 +4613,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4875,7 +4632,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4895,7 +4651,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4915,7 +4670,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4935,7 +4689,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4955,7 +4708,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4975,7 +4727,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4995,7 +4746,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5015,7 +4765,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -5035,7 +4784,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5055,7 +4803,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -5075,7 +4822,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5095,7 +4841,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5115,7 +4860,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5135,7 +4879,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5155,7 +4898,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5175,7 +4917,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5195,7 +4936,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5215,7 +4955,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5235,7 +4974,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5255,7 +4993,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5275,7 +5012,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5295,7 +5031,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5315,7 +5050,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5335,7 +5069,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -5355,7 +5088,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5375,7 +5107,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5395,7 +5126,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5415,7 +5145,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5435,7 +5164,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5455,7 +5183,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5475,7 +5202,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5495,7 +5221,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -5515,7 +5240,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -5535,7 +5259,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5555,7 +5278,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5575,7 +5297,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -5595,7 +5316,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5615,7 +5335,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -5635,7 +5354,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5655,7 +5373,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5675,7 +5392,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -5695,7 +5411,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -5715,7 +5430,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -5735,7 +5449,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5755,7 +5468,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5775,7 +5487,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5795,7 +5506,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5815,7 +5525,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5835,7 +5544,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5855,7 +5563,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -5875,7 +5582,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5895,7 +5601,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5915,7 +5620,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5935,7 +5639,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5955,7 +5658,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5975,7 +5677,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -5995,7 +5696,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -6015,7 +5715,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6035,7 +5734,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6055,7 +5753,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6075,7 +5772,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -6095,7 +5791,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6115,7 +5810,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -6135,7 +5829,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6155,7 +5848,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6175,7 +5867,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6195,7 +5886,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6215,7 +5905,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6235,7 +5924,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6255,7 +5943,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6275,7 +5962,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6295,7 +5981,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6315,7 +6000,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6335,7 +6019,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -6355,7 +6038,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6375,7 +6057,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6395,7 +6076,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6415,7 +6095,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6435,7 +6114,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6455,7 +6133,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6475,7 +6152,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6495,7 +6171,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -6515,7 +6190,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6535,7 +6209,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -6555,7 +6228,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6575,7 +6247,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6595,7 +6266,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6615,7 +6285,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -6635,7 +6304,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -6655,7 +6323,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6675,7 +6342,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6695,7 +6361,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -6715,7 +6380,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6735,7 +6399,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6755,7 +6418,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6775,7 +6437,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6795,7 +6456,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6815,7 +6475,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6835,7 +6494,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6855,7 +6513,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6875,7 +6532,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6895,7 +6551,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6915,7 +6570,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6935,7 +6589,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -6955,7 +6608,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -6975,7 +6627,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -6995,7 +6646,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7015,7 +6665,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7035,7 +6684,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7055,7 +6703,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7075,7 +6722,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7095,7 +6741,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7115,7 +6760,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7135,7 +6779,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7155,7 +6798,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7175,7 +6817,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7195,7 +6836,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7215,7 +6855,6 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7235,7 +6874,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7255,7 +6893,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7275,7 +6912,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7295,7 +6931,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7315,7 +6950,6 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7335,7 +6969,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7355,7 +6988,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7375,7 +7007,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7395,7 +7026,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7415,7 +7045,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7435,7 +7064,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7455,7 +7083,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -7475,7 +7102,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7495,7 +7121,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -7515,7 +7140,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7535,7 +7159,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7555,7 +7178,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7575,7 +7197,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7595,7 +7216,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7615,7 +7235,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7635,7 +7254,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7655,7 +7273,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -7675,7 +7292,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7695,7 +7311,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7715,7 +7330,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -7735,7 +7349,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7755,7 +7368,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7775,7 +7387,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7795,7 +7406,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7815,7 +7425,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7835,7 +7444,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7855,7 +7463,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -7875,7 +7482,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7895,7 +7501,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7915,7 +7520,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -7935,7 +7539,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -7955,7 +7558,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -7975,7 +7577,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7995,7 +7596,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -8015,7 +7615,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8035,7 +7634,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8055,7 +7653,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8075,7 +7672,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8095,7 +7691,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8115,7 +7710,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -8135,7 +7729,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8155,7 +7748,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8175,7 +7767,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8195,7 +7786,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8215,7 +7805,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8235,7 +7824,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8255,7 +7843,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -8275,7 +7862,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8295,7 +7881,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8315,7 +7900,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8335,7 +7919,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8355,7 +7938,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8375,7 +7957,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8395,7 +7976,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8415,7 +7995,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8435,7 +8014,6 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8455,7 +8033,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8475,7 +8052,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8495,7 +8071,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8515,7 +8090,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8535,7 +8109,6 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8555,7 +8128,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8575,7 +8147,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8595,7 +8166,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8615,7 +8185,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8635,7 +8204,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8655,7 +8223,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8675,7 +8242,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8695,7 +8261,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8715,7 +8280,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8735,7 +8299,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -8755,7 +8318,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -8775,7 +8337,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -8795,7 +8356,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -8815,7 +8375,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -8835,7 +8394,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -8855,7 +8413,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -8875,7 +8432,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -8895,7 +8451,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8915,7 +8470,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8935,7 +8489,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8955,7 +8508,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8975,7 +8527,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8995,7 +8546,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9015,7 +8565,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9035,7 +8584,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9055,7 +8603,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9075,7 +8622,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9095,7 +8641,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9115,7 +8660,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -9135,7 +8679,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9155,7 +8698,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9175,7 +8717,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9195,7 +8736,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9215,7 +8755,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9235,7 +8774,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9255,7 +8793,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9275,7 +8812,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9295,7 +8831,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9315,7 +8850,6 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9335,7 +8869,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9355,7 +8888,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9375,7 +8907,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9395,7 +8926,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9415,7 +8945,6 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9435,7 +8964,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9455,7 +8983,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9475,7 +9002,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9495,7 +9021,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9515,7 +9040,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9535,7 +9059,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9555,7 +9078,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -9575,7 +9097,6 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9595,7 +9116,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9615,7 +9135,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9635,7 +9154,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9655,7 +9173,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9675,7 +9192,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9695,7 +9211,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9715,7 +9230,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9735,7 +9249,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9755,7 +9268,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9775,7 +9287,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -9795,7 +9306,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9815,7 +9325,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9835,7 +9344,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9855,7 +9363,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9875,7 +9382,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -9895,7 +9401,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9915,7 +9420,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9935,7 +9439,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9955,7 +9458,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9975,7 +9477,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9995,7 +9496,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -10015,7 +9515,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10035,7 +9534,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10055,7 +9553,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10075,7 +9572,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10095,7 +9591,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10115,7 +9610,6 @@ "armor": "hide", "category": "armor", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10135,7 +9629,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10155,7 +9648,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10175,7 +9667,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10195,7 +9686,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10215,7 +9705,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10235,7 +9724,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10255,7 +9743,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10275,7 +9762,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10295,7 +9781,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10315,7 +9800,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10335,7 +9819,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -10355,7 +9838,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10375,7 +9857,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10395,7 +9876,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10415,7 +9895,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10435,7 +9914,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10455,7 +9933,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10475,7 +9952,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10495,7 +9971,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10515,7 +9990,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10535,7 +10009,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10555,7 +10028,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10575,7 +10047,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10595,7 +10066,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10615,7 +10085,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10635,7 +10104,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -10655,7 +10123,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10675,7 +10142,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10695,7 +10161,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10715,7 +10180,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10735,7 +10199,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10755,7 +10218,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10775,7 +10237,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -10795,7 +10256,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -10815,7 +10275,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10835,7 +10294,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10855,7 +10313,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10875,7 +10332,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10895,7 +10351,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10915,7 +10370,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10935,7 +10389,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10955,7 +10408,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -10975,7 +10427,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10995,7 +10446,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11015,7 +10465,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11035,7 +10484,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11055,7 +10503,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11075,7 +10522,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11095,7 +10541,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11115,7 +10560,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11135,7 +10579,6 @@ "armor": "leather", "category": "armor", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11155,7 +10598,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11175,7 +10617,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11195,7 +10636,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11215,7 +10655,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11235,7 +10674,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11255,7 +10693,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11275,7 +10712,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11295,7 +10731,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11315,7 +10750,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11335,7 +10769,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11355,7 +10788,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11375,7 +10807,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11395,7 +10826,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11415,7 +10845,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11435,7 +10864,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11455,7 +10883,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11475,7 +10902,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11495,7 +10921,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11515,7 +10940,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11535,7 +10959,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11555,7 +10978,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11575,7 +10997,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -11595,7 +11016,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11615,7 +11035,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11635,7 +11054,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11655,7 +11073,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11675,7 +11092,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11695,7 +11111,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11715,7 +11130,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11735,7 +11149,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11755,7 +11168,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11775,7 +11187,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11795,7 +11206,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11815,7 +11225,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11835,7 +11244,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11855,7 +11263,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11875,7 +11282,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11895,7 +11301,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11915,7 +11320,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11935,7 +11339,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11955,7 +11358,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11975,7 +11377,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -11995,7 +11396,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -12015,7 +11415,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12035,7 +11434,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12055,7 +11453,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12075,7 +11472,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12095,7 +11491,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12115,7 +11510,6 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12135,7 +11529,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12155,7 +11548,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -12175,7 +11567,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12195,7 +11586,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12215,7 +11605,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12235,7 +11624,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12255,7 +11643,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12275,7 +11662,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12295,7 +11681,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12315,7 +11700,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12335,7 +11719,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12355,7 +11738,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12375,7 +11757,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12395,7 +11776,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12415,7 +11795,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12435,7 +11814,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12455,7 +11833,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12475,7 +11852,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12495,7 +11871,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12515,7 +11890,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12535,7 +11909,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12555,7 +11928,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12575,7 +11947,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12595,7 +11966,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12615,7 +11985,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12635,7 +12004,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12655,7 +12023,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12675,7 +12042,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12695,7 +12061,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12715,7 +12080,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12735,7 +12099,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12755,7 +12118,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12775,7 +12137,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12795,7 +12156,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12815,7 +12175,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12835,7 +12194,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12855,7 +12213,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -12875,7 +12232,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -12895,7 +12251,6 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -12915,7 +12270,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -12935,7 +12289,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -12955,7 +12308,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -12975,7 +12327,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -12995,7 +12346,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -13015,7 +12365,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13035,7 +12384,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13055,7 +12403,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -13075,7 +12422,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13095,7 +12441,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13115,7 +12460,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13135,7 +12479,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -13155,7 +12498,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -13175,7 +12517,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13195,7 +12536,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13215,7 +12555,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13235,7 +12574,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13255,7 +12593,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13275,7 +12612,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -13295,7 +12631,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13315,7 +12650,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13335,7 +12669,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -13355,7 +12688,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -13375,7 +12707,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13395,7 +12726,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -13415,7 +12745,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13435,7 +12764,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13455,7 +12783,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13475,7 +12802,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13495,7 +12821,6 @@ "armor": "padded", "category": "armor", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13515,7 +12840,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13535,7 +12859,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13555,7 +12878,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -13575,7 +12897,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13595,7 +12916,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -13615,7 +12935,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13635,7 +12954,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13655,7 +12973,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13675,7 +12992,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13695,7 +13011,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13715,7 +13030,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13735,7 +13049,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13755,7 +13068,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -13775,7 +13087,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13795,7 +13106,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13815,7 +13125,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -13835,7 +13144,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13855,7 +13163,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13875,7 +13182,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -13895,7 +13201,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13915,7 +13220,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13935,7 +13239,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -13955,7 +13258,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -13975,7 +13277,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -13995,7 +13296,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -14015,7 +13315,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14035,7 +13334,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -14055,7 +13353,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14075,7 +13372,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -14095,7 +13391,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14115,7 +13410,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14135,7 +13429,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -14155,7 +13448,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14175,7 +13467,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14195,7 +13486,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14215,7 +13505,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14235,7 +13524,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -14255,7 +13543,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -14275,7 +13562,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14295,7 +13581,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14315,7 +13600,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14335,7 +13619,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14355,7 +13638,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14375,7 +13657,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14395,7 +13676,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -14415,7 +13695,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14435,7 +13714,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -14455,7 +13733,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -14475,7 +13752,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14495,7 +13771,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14515,7 +13790,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -14535,7 +13809,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14555,7 +13828,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -14575,7 +13847,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14595,7 +13866,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14615,7 +13885,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14635,7 +13904,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14655,7 +13923,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14675,7 +13942,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14695,7 +13961,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14715,7 +13980,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14735,7 +13999,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14755,7 +14018,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14775,7 +14037,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14795,7 +14056,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14815,7 +14075,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14835,7 +14094,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14855,7 +14113,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14875,7 +14132,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -14895,7 +14151,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14915,7 +14170,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14935,7 +14189,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14955,7 +14208,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14975,7 +14227,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14995,7 +14246,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15015,7 +14265,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15035,7 +14284,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15055,7 +14303,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -15075,7 +14322,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -15095,7 +14341,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -15115,7 +14360,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -15135,7 +14379,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15155,7 +14398,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15175,7 +14417,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15195,7 +14436,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15215,7 +14455,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15235,7 +14474,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15255,7 +14493,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15275,7 +14512,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15295,7 +14531,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15315,7 +14550,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15335,7 +14569,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15355,7 +14588,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15375,7 +14607,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15395,7 +14626,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15415,7 +14645,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -15435,7 +14664,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15455,7 +14683,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15475,7 +14702,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15495,7 +14721,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -15515,7 +14740,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15535,7 +14759,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -15555,7 +14778,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15575,7 +14797,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15595,7 +14816,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -15615,7 +14835,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15635,7 +14854,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15655,7 +14873,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -15675,7 +14892,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15695,7 +14911,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15715,7 +14930,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -15735,7 +14949,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -15755,7 +14968,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -15775,7 +14987,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15795,7 +15006,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15815,7 +15025,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -15835,7 +15044,6 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -15855,7 +15063,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15875,7 +15082,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15895,7 +15101,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15915,7 +15120,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -15935,7 +15139,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -15955,7 +15158,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -15975,7 +15177,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -15995,7 +15196,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16015,7 +15215,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16035,7 +15234,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16055,7 +15253,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -16075,7 +15272,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16095,7 +15291,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16115,7 +15310,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16135,7 +15329,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16155,7 +15348,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16175,7 +15367,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16195,7 +15386,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -16215,7 +15405,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16235,7 +15424,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16255,7 +15443,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16275,7 +15462,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16295,7 +15481,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16315,7 +15500,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16335,7 +15519,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16355,7 +15538,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16375,7 +15557,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -16395,7 +15576,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16415,7 +15595,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -16435,7 +15614,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -16455,7 +15633,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -16475,7 +15652,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16495,7 +15671,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16515,7 +15690,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16535,7 +15709,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16555,7 +15728,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -16575,7 +15747,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -16595,7 +15766,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16615,7 +15785,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -16635,7 +15804,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16655,7 +15823,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -16675,7 +15842,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16695,7 +15861,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16715,7 +15880,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16735,7 +15899,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16755,7 +15918,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16775,7 +15937,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16795,7 +15956,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16815,7 +15975,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16835,7 +15994,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16855,7 +16013,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16875,7 +16032,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16895,7 +16051,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -16915,7 +16070,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16935,7 +16089,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -16955,7 +16108,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -16975,7 +16127,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -16995,7 +16146,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17015,7 +16165,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17035,7 +16184,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -17055,7 +16203,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17075,7 +16222,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -17095,7 +16241,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17115,7 +16260,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -17135,7 +16279,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17155,7 +16298,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17175,7 +16317,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17195,7 +16336,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17215,7 +16355,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17235,7 +16374,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17255,7 +16393,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17275,7 +16412,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17295,7 +16431,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17315,7 +16450,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17335,7 +16469,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17355,7 +16488,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -17375,7 +16507,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -17395,7 +16526,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -17415,7 +16545,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -17435,7 +16564,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -17455,7 +16583,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -17475,7 +16602,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17495,7 +16621,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17515,7 +16640,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -17535,7 +16659,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17555,7 +16678,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -17575,7 +16697,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -17595,7 +16716,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -17615,7 +16735,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17635,7 +16754,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17655,7 +16773,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17675,7 +16792,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -17695,7 +16811,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -17715,7 +16830,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -17735,7 +16849,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -17755,7 +16868,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -17775,7 +16887,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17795,7 +16906,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -17815,7 +16925,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17835,7 +16944,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -17855,7 +16963,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -17875,7 +16982,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17895,7 +17001,6 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17915,7 +17020,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17935,7 +17039,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -17955,7 +17058,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -17975,7 +17077,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -17995,7 +17096,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18015,7 +17115,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18035,7 +17134,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18055,7 +17153,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -18075,7 +17172,6 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18095,7 +17191,6 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18115,7 +17210,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18135,7 +17229,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18155,7 +17248,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18175,7 +17267,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18195,7 +17286,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -18215,7 +17305,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18235,7 +17324,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -18255,7 +17343,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -18275,7 +17362,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18295,7 +17381,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18315,7 +17400,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18335,7 +17419,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18355,7 +17438,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18375,7 +17457,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18395,7 +17476,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18415,7 +17495,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -18435,7 +17514,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -18455,7 +17533,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18475,7 +17552,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18495,7 +17571,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -18515,7 +17590,6 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18535,7 +17609,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18555,7 +17628,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18575,7 +17647,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -18595,7 +17666,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18615,7 +17685,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18635,7 +17704,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18655,7 +17723,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18675,7 +17742,6 @@ "armor": "splint", "category": "armor", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -18695,7 +17761,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18715,7 +17780,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -18735,7 +17799,6 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18755,7 +17818,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18775,7 +17837,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -18795,7 +17856,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18815,7 +17875,6 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -18835,7 +17894,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -18855,7 +17913,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18875,7 +17932,6 @@ "armor": null, "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18895,7 +17951,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -18915,7 +17970,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -18935,7 +17989,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -18955,7 +18008,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -18975,7 +18027,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -18995,7 +18046,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -19015,7 +18065,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19035,7 +18084,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19055,7 +18103,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19075,7 +18122,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19095,7 +18141,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19115,7 +18160,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -19135,7 +18179,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -19155,7 +18198,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -19175,7 +18217,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19195,7 +18236,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19215,7 +18255,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19235,7 +18274,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -19255,7 +18293,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19275,7 +18312,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19295,7 +18331,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -19315,7 +18350,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19335,7 +18369,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19355,7 +18388,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19375,7 +18407,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19395,7 +18426,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19415,7 +18445,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19435,7 +18464,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19455,7 +18483,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19475,7 +18502,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -19495,7 +18521,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19515,7 +18540,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19535,7 +18559,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -19555,7 +18578,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -19575,7 +18597,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19595,7 +18616,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19615,7 +18635,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -19635,7 +18654,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19655,7 +18673,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -19675,7 +18692,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -19695,7 +18711,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19715,7 +18730,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19735,7 +18749,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -19755,7 +18768,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19775,7 +18787,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19795,7 +18806,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -19815,7 +18825,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19835,7 +18844,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19855,7 +18863,6 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -19875,7 +18882,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19895,7 +18901,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19915,7 +18920,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -19935,7 +18939,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19955,7 +18958,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19975,7 +18977,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -19995,7 +18996,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20015,7 +19015,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20035,7 +19034,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20055,7 +19053,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20075,7 +19072,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20095,7 +19091,6 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20115,7 +19110,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20135,7 +19129,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20155,7 +19148,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20175,7 +19167,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20195,7 +19186,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -20215,7 +19205,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20235,7 +19224,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -20255,7 +19243,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20275,7 +19262,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -20295,7 +19281,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20315,7 +19300,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20335,7 +19319,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20355,7 +19338,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20375,7 +19357,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -20395,7 +19376,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20415,7 +19395,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20435,7 +19414,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20455,7 +19433,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20475,7 +19452,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20495,7 +19471,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20515,7 +19490,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20535,7 +19509,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20555,7 +19528,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20575,7 +19547,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20595,7 +19566,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20615,7 +19585,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20635,7 +19604,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20655,7 +19623,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20675,7 +19642,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20695,7 +19661,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20715,7 +19680,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20735,7 +19699,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 1, "rarity": "common" } }, @@ -20755,7 +19718,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20775,7 +19737,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20795,7 +19756,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20815,7 +19775,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20835,7 +19794,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20855,7 +19813,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20875,7 +19832,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -20895,7 +19851,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -20915,7 +19870,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20935,7 +19889,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -20955,7 +19908,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -20975,7 +19927,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -20995,7 +19946,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -21015,7 +19965,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -21035,7 +19984,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -21055,7 +20003,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -21075,7 +20022,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -21095,7 +20041,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -21115,7 +20060,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -21135,7 +20079,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -21155,7 +20098,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -21175,7 +20117,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -21195,7 +20136,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -21215,7 +20155,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -21235,7 +20174,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -21255,7 +20193,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } } diff --git a/data/v2/wizards-of-the-coast/srd/Item.json b/data/v2/wizards-of-the-coast/srd/Item.json index b8f2dd3f..d778114f 100644 --- a/data/v2/wizards-of-the-coast/srd/Item.json +++ b/data/v2/wizards-of-the-coast/srd/Item.json @@ -15,7 +15,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -35,7 +34,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -55,7 +53,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -75,7 +72,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -95,7 +91,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -115,7 +110,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -135,7 +129,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -155,7 +148,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -175,7 +167,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -195,7 +186,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -215,7 +205,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -235,7 +224,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -255,7 +243,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -275,7 +262,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -295,7 +281,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -315,7 +300,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -335,7 +319,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -355,7 +338,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -375,7 +357,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -395,7 +376,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -415,7 +395,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -435,7 +414,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -455,7 +433,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -475,7 +452,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -495,7 +471,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -515,7 +490,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -535,7 +509,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -555,7 +528,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -575,7 +547,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -595,7 +566,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -615,7 +585,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -635,7 +604,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -655,7 +623,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -675,7 +642,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -695,7 +661,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -715,7 +680,6 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -735,7 +699,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -755,7 +718,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -775,7 +737,6 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -795,7 +756,6 @@ "armor": "leather", "category": "armor", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -815,7 +775,6 @@ "armor": "padded", "category": "armor", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -835,7 +794,6 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -855,7 +813,6 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -875,7 +832,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -895,7 +851,6 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -915,7 +870,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -935,7 +889,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -955,7 +908,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -975,7 +927,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -995,7 +946,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1015,7 +965,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1035,7 +984,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1055,7 +1003,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1075,7 +1022,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1095,7 +1041,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1115,7 +1060,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1135,7 +1079,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1155,7 +1098,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1175,7 +1117,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1195,7 +1136,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1215,7 +1155,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1235,7 +1174,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1255,7 +1193,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1275,7 +1212,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -1295,7 +1231,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1315,7 +1250,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1335,7 +1269,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1355,7 +1288,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1375,7 +1307,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1395,7 +1326,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -1415,7 +1345,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1435,7 +1364,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1455,7 +1383,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1475,7 +1402,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1495,7 +1421,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1515,7 +1440,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1535,7 +1459,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1555,7 +1478,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1575,7 +1497,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1595,7 +1516,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1615,7 +1535,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1635,7 +1554,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1655,7 +1573,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1675,7 +1592,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1695,7 +1611,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1715,7 +1630,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1735,7 +1649,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1755,7 +1668,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1775,7 +1687,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1795,7 +1706,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1815,7 +1725,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1835,7 +1744,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -1855,7 +1763,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1875,7 +1782,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1895,7 +1801,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1915,7 +1820,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1935,7 +1839,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -1955,7 +1858,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -1975,7 +1877,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -1995,7 +1896,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2015,7 +1915,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -2035,7 +1934,6 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2055,7 +1953,6 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2075,7 +1972,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2095,7 +1991,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2115,7 +2010,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2135,7 +2029,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2155,7 +2048,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2175,7 +2067,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2195,7 +2086,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2215,7 +2105,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2235,7 +2124,6 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2255,7 +2143,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2275,7 +2162,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2295,7 +2181,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2315,7 +2200,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -2335,7 +2219,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2355,7 +2238,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -2375,7 +2257,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2395,7 +2276,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -2415,7 +2295,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -2435,7 +2314,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2455,7 +2333,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -2475,7 +2352,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2495,7 +2371,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2515,7 +2390,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2535,7 +2409,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2555,7 +2428,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2575,7 +2447,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -2595,7 +2466,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2615,7 +2485,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -2635,7 +2504,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2655,7 +2523,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2675,7 +2542,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2695,7 +2561,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2715,7 +2580,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2735,7 +2599,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2755,7 +2618,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2775,7 +2637,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2795,7 +2656,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -2815,7 +2675,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2835,7 +2694,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -2855,7 +2713,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2875,7 +2732,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -2895,7 +2751,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2915,7 +2770,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -2935,7 +2789,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -2955,7 +2808,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -2975,7 +2827,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -2995,7 +2846,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3015,7 +2865,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3035,7 +2884,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3055,7 +2903,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3075,7 +2922,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -3095,7 +2941,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -3115,7 +2960,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -3135,7 +2979,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3155,7 +2998,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -3175,7 +3017,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3195,7 +3036,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3215,7 +3055,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3235,7 +3074,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3255,7 +3093,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3275,7 +3112,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -3295,7 +3131,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -3315,7 +3150,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -3335,7 +3169,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -3355,7 +3188,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3375,7 +3207,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3395,7 +3226,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3415,7 +3245,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3435,7 +3264,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3455,7 +3283,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3475,7 +3302,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -3495,7 +3321,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -3515,7 +3340,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -3535,7 +3359,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -3555,7 +3378,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -3575,7 +3397,6 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3595,7 +3416,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3615,7 +3435,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3635,7 +3454,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3655,7 +3473,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3675,7 +3492,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3695,7 +3511,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3715,7 +3530,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3735,7 +3549,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3755,7 +3568,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3775,7 +3587,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3795,7 +3606,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3815,7 +3625,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3835,7 +3644,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3855,7 +3663,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3875,7 +3682,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3895,7 +3701,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -3915,7 +3720,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3935,7 +3739,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -3955,7 +3758,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -3975,7 +3777,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -3995,7 +3796,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4015,7 +3815,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4035,7 +3834,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4055,7 +3853,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4075,7 +3872,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4095,7 +3891,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4115,7 +3910,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4135,7 +3929,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4155,7 +3948,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4175,7 +3967,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4195,7 +3986,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4215,7 +4005,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4235,7 +4024,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4255,7 +4043,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4275,7 +4062,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4295,7 +4081,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4315,7 +4100,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4335,7 +4119,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4355,7 +4138,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4375,7 +4157,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4395,7 +4176,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4415,7 +4195,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4435,7 +4214,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -4455,7 +4233,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -4475,7 +4252,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -4495,7 +4271,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -4515,7 +4290,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4535,7 +4309,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4555,7 +4328,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4575,7 +4347,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4595,7 +4366,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -4615,7 +4385,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -4635,7 +4404,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -4655,7 +4423,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -4675,7 +4442,6 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4695,7 +4461,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4715,7 +4480,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4735,7 +4499,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4755,7 +4518,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4775,7 +4537,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4795,7 +4556,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4815,7 +4575,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4835,7 +4594,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4855,7 +4613,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4875,7 +4632,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4895,7 +4651,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -4915,7 +4670,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -4935,7 +4689,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4955,7 +4708,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -4975,7 +4727,6 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -4995,7 +4746,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5015,7 +4765,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5035,7 +4784,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5055,7 +4803,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5075,7 +4822,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5095,7 +4841,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5115,7 +4860,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5135,7 +4879,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5155,7 +4898,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5175,7 +4917,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5195,7 +4936,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5215,7 +4955,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5235,7 +4974,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5255,7 +4993,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5275,7 +5012,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5295,7 +5031,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5315,7 +5050,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5335,7 +5069,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5355,7 +5088,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5375,7 +5107,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5395,7 +5126,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5415,7 +5145,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5435,7 +5164,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5455,7 +5183,6 @@ "armor": "half-plate", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5475,7 +5202,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5495,7 +5221,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5515,7 +5240,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5535,7 +5259,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5555,7 +5278,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5575,7 +5297,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5595,7 +5316,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5615,7 +5335,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5635,7 +5354,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5655,7 +5373,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5675,7 +5392,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5695,7 +5411,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5715,7 +5430,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5735,7 +5449,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -5755,7 +5468,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5775,7 +5487,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5795,7 +5506,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5815,7 +5525,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5835,7 +5544,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5855,7 +5563,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5875,7 +5582,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5895,7 +5601,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5915,7 +5620,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -5935,7 +5639,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5955,7 +5658,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -5975,7 +5677,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -5995,7 +5696,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -6015,7 +5715,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6035,7 +5734,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6055,7 +5753,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6075,7 +5772,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6095,7 +5791,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6115,7 +5810,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6135,7 +5829,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6155,7 +5848,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6175,7 +5867,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6195,7 +5886,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6215,7 +5905,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6235,7 +5924,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6255,7 +5943,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6275,7 +5962,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -6295,7 +5981,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6315,7 +6000,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6335,7 +6019,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6355,7 +6038,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -6375,7 +6057,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6395,7 +6076,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -6415,7 +6095,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6435,7 +6114,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6455,7 +6133,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6475,7 +6152,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6495,7 +6171,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -6515,7 +6190,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6535,7 +6209,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6555,7 +6228,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6575,7 +6247,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6595,7 +6266,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6615,7 +6285,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6635,7 +6304,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6655,7 +6323,6 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6675,7 +6342,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6695,7 +6361,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6715,7 +6380,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6735,7 +6399,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6755,7 +6418,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6775,7 +6437,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6795,7 +6456,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6815,7 +6475,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6835,7 +6494,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6855,7 +6513,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6875,7 +6532,6 @@ "armor": "leather", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6895,7 +6551,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6915,7 +6570,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -6935,7 +6589,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -6955,7 +6608,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -6975,7 +6627,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -6995,7 +6646,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7015,7 +6665,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7035,7 +6684,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7055,7 +6703,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7075,7 +6722,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7095,7 +6741,6 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7115,7 +6760,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7135,7 +6779,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7155,7 +6798,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7175,7 +6817,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7195,7 +6836,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -7215,7 +6855,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -7235,7 +6874,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -7255,7 +6893,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -7275,7 +6912,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7295,7 +6931,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7315,7 +6950,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7335,7 +6969,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7355,7 +6988,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7375,7 +7007,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7395,7 +7026,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -7415,7 +7045,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7435,7 +7064,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -7455,7 +7083,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7475,7 +7102,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7495,7 +7121,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7515,7 +7140,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7535,7 +7159,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7555,7 +7178,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7575,7 +7197,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7595,7 +7216,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7615,7 +7235,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7635,7 +7254,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7655,7 +7273,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7675,7 +7292,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7695,7 +7311,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -7715,7 +7330,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7735,7 +7349,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7755,7 +7368,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7775,7 +7387,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7795,7 +7406,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -7815,7 +7425,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -7835,7 +7444,6 @@ "armor": "breastplate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7855,7 +7463,6 @@ "armor": "chain-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7875,7 +7482,6 @@ "armor": "chain-shirt", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7895,7 +7501,6 @@ "armor": "half-plate", "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7915,7 +7520,6 @@ "armor": "hide", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7935,7 +7539,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7955,7 +7558,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7975,7 +7577,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -7995,7 +7596,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8015,7 +7615,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8035,7 +7634,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8055,7 +7653,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8075,7 +7672,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8095,7 +7691,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8115,7 +7710,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8135,7 +7729,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8155,7 +7748,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8175,7 +7767,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8195,7 +7786,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8215,7 +7805,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8235,7 +7824,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8255,7 +7843,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -8275,7 +7862,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -8295,7 +7881,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -8315,7 +7900,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -8335,7 +7919,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -8355,7 +7938,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8375,7 +7957,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8395,7 +7976,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8415,7 +7995,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8435,7 +8014,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8455,7 +8033,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 6, "rarity": "artifact" } }, @@ -8475,7 +8052,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8495,7 +8071,6 @@ "armor": "padded", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8515,7 +8090,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8535,7 +8109,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8555,7 +8128,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8575,7 +8147,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8595,7 +8166,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8615,7 +8185,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8635,7 +8204,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8655,7 +8223,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8675,7 +8242,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8695,7 +8261,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8715,7 +8280,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8735,7 +8299,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8755,7 +8318,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8775,7 +8337,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8795,7 +8356,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8815,7 +8375,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -8835,7 +8394,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -8855,7 +8413,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8875,7 +8432,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -8895,7 +8451,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8915,7 +8470,6 @@ "armor": "plate", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8935,7 +8489,6 @@ "armor": "plate", "category": "armor", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -8955,7 +8508,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8975,7 +8527,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -8995,7 +8546,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9015,7 +8565,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9035,7 +8584,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9055,7 +8603,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9075,7 +8622,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9095,7 +8641,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9115,7 +8660,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -9135,7 +8679,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9155,7 +8698,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9175,7 +8717,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9195,7 +8736,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9215,7 +8755,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9235,7 +8774,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9255,7 +8793,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9275,7 +8812,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9295,7 +8831,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -9315,7 +8850,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9335,7 +8869,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9355,7 +8888,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9375,7 +8907,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9395,7 +8926,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9415,7 +8945,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9435,7 +8964,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9455,7 +8983,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9475,7 +9002,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -9495,7 +9021,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9515,7 +9040,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9535,7 +9059,6 @@ "armor": null, "category": "potion", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9555,7 +9078,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9575,7 +9097,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9595,7 +9116,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9615,7 +9135,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9635,7 +9154,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9655,7 +9173,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9675,7 +9192,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9695,7 +9211,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9715,7 +9230,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9735,7 +9249,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9755,7 +9268,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9775,7 +9287,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9795,7 +9306,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9815,7 +9325,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -9835,7 +9344,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9855,7 +9363,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9875,7 +9382,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -9895,7 +9401,6 @@ "armor": "ring-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -9915,7 +9420,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9935,7 +9439,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -9955,7 +9458,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -9975,7 +9477,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -9995,7 +9496,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10015,7 +9515,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10035,7 +9534,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -10055,7 +9553,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10075,7 +9572,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10095,7 +9591,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10115,7 +9610,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10135,7 +9629,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10155,7 +9648,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10175,7 +9667,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10195,7 +9686,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -10215,7 +9705,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10235,7 +9724,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10255,7 +9743,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10275,7 +9762,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -10295,7 +9781,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10315,7 +9800,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10335,7 +9819,6 @@ "armor": null, "category": "ring", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10355,7 +9838,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10375,7 +9857,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10395,7 +9876,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10415,7 +9895,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -10435,7 +9914,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10455,7 +9933,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10475,7 +9952,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10495,7 +9971,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10515,7 +9990,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10535,7 +10009,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -10555,7 +10028,6 @@ "armor": null, "category": "rod", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10575,7 +10047,6 @@ "armor": null, "category": "rod", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10595,7 +10066,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10615,7 +10085,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10635,7 +10104,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10655,7 +10123,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10675,7 +10142,6 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10695,7 +10161,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10715,7 +10180,6 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10735,7 +10199,6 @@ "armor": "scale-mail", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10755,7 +10218,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10775,7 +10237,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -10795,7 +10256,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10815,7 +10275,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -10835,7 +10294,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -10855,7 +10313,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -10875,7 +10332,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -10895,7 +10351,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10915,7 +10370,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10935,7 +10389,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10955,7 +10408,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10975,7 +10427,6 @@ "armor": null, "category": "shield", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -10995,7 +10446,6 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11015,7 +10465,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11035,7 +10484,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11055,7 +10503,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11075,7 +10522,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11095,7 +10541,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11115,7 +10560,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11135,7 +10579,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11155,7 +10598,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11175,7 +10617,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11195,7 +10636,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11215,7 +10655,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11235,7 +10674,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11255,7 +10693,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11275,7 +10712,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11295,7 +10731,6 @@ "armor": null, "category": "ring", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11315,7 +10750,6 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11335,7 +10769,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11355,7 +10788,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11375,7 +10807,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11395,7 +10826,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11415,7 +10845,6 @@ "armor": null, "category": "ammunition", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11435,7 +10864,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11455,7 +10883,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11475,7 +10902,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11495,7 +10921,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -11515,7 +10940,6 @@ "armor": null, "category": "trade-good", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11535,7 +10959,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11555,7 +10978,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11575,7 +10997,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11595,7 +11016,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11615,7 +11035,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11635,7 +11054,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11655,7 +11073,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -11675,7 +11092,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11695,7 +11111,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11715,7 +11130,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11735,7 +11149,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11755,7 +11168,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11775,7 +11187,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -11795,7 +11206,6 @@ "armor": null, "category": "scroll", "requires_attunement": false, - "rarity_integer": 1, "rarity": "common" } }, @@ -11815,7 +11225,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11835,7 +11244,6 @@ "armor": null, "category": "shield", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -11855,7 +11263,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -11875,7 +11282,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11895,7 +11301,6 @@ "armor": "splint", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11915,7 +11320,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11935,7 +11339,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11955,7 +11358,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -11975,7 +11377,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -11995,7 +11396,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12015,7 +11415,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12035,7 +11434,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12055,7 +11453,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12075,7 +11472,6 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12095,7 +11491,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12115,7 +11510,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -12135,7 +11529,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12155,7 +11548,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12175,7 +11567,6 @@ "armor": null, "category": "staff", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12195,7 +11586,6 @@ "armor": null, "category": "staff", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12215,7 +11605,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12235,7 +11624,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12255,7 +11643,6 @@ "armor": "studded-leather", "category": "armor", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12275,7 +11662,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12295,7 +11681,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12315,7 +11700,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12335,7 +11719,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12355,7 +11738,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12375,7 +11757,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12395,7 +11776,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12415,7 +11795,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12435,7 +11814,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12455,7 +11833,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12475,7 +11852,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12495,7 +11871,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12515,7 +11890,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12535,7 +11909,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -12555,7 +11928,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -12575,7 +11947,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -12595,7 +11966,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12615,7 +11985,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12635,7 +12004,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12655,7 +12023,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12675,7 +12042,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12695,7 +12061,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12715,7 +12080,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12735,7 +12099,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12755,7 +12118,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12775,7 +12137,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12795,7 +12156,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12815,7 +12175,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -12835,7 +12194,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -12855,7 +12213,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -12875,7 +12232,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -12895,7 +12251,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12915,7 +12270,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -12935,7 +12289,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12955,7 +12308,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12975,7 +12327,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -12995,7 +12346,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13015,7 +12365,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13035,7 +12384,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13055,7 +12403,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13075,7 +12422,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13095,7 +12441,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13115,7 +12460,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13135,7 +12479,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13155,7 +12498,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13175,7 +12517,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13195,7 +12536,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13215,7 +12555,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13235,7 +12574,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13255,7 +12593,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13275,7 +12612,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13295,7 +12631,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13315,7 +12650,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13335,7 +12669,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13355,7 +12688,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13375,7 +12707,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13395,7 +12726,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13415,7 +12745,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13435,7 +12764,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13455,7 +12783,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13475,7 +12802,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13495,7 +12821,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13515,7 +12840,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13535,7 +12859,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13555,7 +12878,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13575,7 +12897,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13595,7 +12916,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13615,7 +12935,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13635,7 +12954,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13655,7 +12973,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13675,7 +12992,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13695,7 +13011,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13715,7 +13030,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -13735,7 +13049,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -13755,7 +13068,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -13775,7 +13087,6 @@ "armor": null, "category": "weapon", "requires_attunement": true, - "rarity_integer": null, "rarity": null } }, @@ -13795,7 +13106,6 @@ "armor": null, "category": "drawn-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13815,7 +13125,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -13835,7 +13144,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13855,7 +13163,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13875,7 +13182,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13895,7 +13201,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13915,7 +13220,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13935,7 +13239,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13955,7 +13258,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -13975,7 +13277,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -13995,7 +13296,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14015,7 +13315,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14035,7 +13334,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14055,7 +13353,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14075,7 +13372,6 @@ "armor": null, "category": "wand", "requires_attunement": true, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14095,7 +13391,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14115,7 +13410,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14135,7 +13429,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14155,7 +13448,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14175,7 +13467,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14195,7 +13486,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14215,7 +13505,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14235,7 +13524,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14255,7 +13543,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14275,7 +13562,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14295,7 +13581,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14315,7 +13600,6 @@ "armor": null, "category": "waterborne-vehicle", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14335,7 +13619,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14355,7 +13638,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14375,7 +13657,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 5, "rarity": "legendary" } }, @@ -14395,7 +13676,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14415,7 +13695,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14435,7 +13714,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14455,7 +13733,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14475,7 +13752,6 @@ "armor": null, "category": "weapon", "requires_attunement": false, - "rarity_integer": 4, "rarity": "very-rare" } }, @@ -14495,7 +13771,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": false, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14515,7 +13790,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 2, "rarity": "uncommon" } }, @@ -14535,7 +13809,6 @@ "armor": null, "category": "wondrous-item", "requires_attunement": true, - "rarity_integer": 3, "rarity": "rare" } }, @@ -14555,7 +13828,6 @@ "armor": null, "category": "tools", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14575,7 +13847,6 @@ "armor": null, "category": "adventuring-gear", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14595,7 +13866,6 @@ "armor": null, "category": "poison", "requires_attunement": false, - "rarity_integer": null, "rarity": null } }, @@ -14615,7 +13885,6 @@ "armor": null, "category": "wand", "requires_attunement": false, - "rarity_integer": null, "rarity": null } } From c28971b1662c18b29d949a6cafe0239aba3620ef Mon Sep 17 00:00:00 2001 From: August Johnson Date: Thu, 14 Mar 2024 15:12:30 -0500 Subject: [PATCH 19/36] Exposing rarity. --- api_v2/serializers/item.py | 13 +++++++------ api_v2/views/__init__.py | 1 + server/urls.py | 1 + 3 files changed, 9 insertions(+), 6 deletions(-) diff --git a/api_v2/serializers/item.py b/api_v2/serializers/item.py index 289971f6..452138cd 100644 --- a/api_v2/serializers/item.py +++ b/api_v2/serializers/item.py @@ -31,6 +31,12 @@ class Meta: model = models.Weapon fields = '__all__' +class ItemRaritySerializer(GameContentSerializer): + key=serializers.ReadOnlyField() + + class Meta: + model = models.ItemRarity + fields = '__all__' class ItemSerializer(GameContentSerializer): key = serializers.ReadOnlyField() @@ -38,17 +44,12 @@ class ItemSerializer(GameContentSerializer): weapon = WeaponSerializer(read_only=True, context={'request': {}}) size = SizeSerializer(read_only=True, context={'request': {}}) armor = ArmorSerializer(read_only=True, context={'request': {}}) + rarity = ItemRaritySerializer(read_only=True, context={'request': {}}) class Meta: model = models.Item fields = '__all__' -class ItemRaritySerializer(GameContentSerializer): - key=serializers.ReadOnlyField() - - class Meta: - model = models.ItemRarity - fields = '__all__' class ItemSetSerializer(GameContentSerializer): key = serializers.ReadOnlyField() diff --git a/api_v2/views/__init__.py b/api_v2/views/__init__.py index b8f84cf0..7ea611c6 100644 --- a/api_v2/views/__init__.py +++ b/api_v2/views/__init__.py @@ -17,6 +17,7 @@ from .item import ItemFilterSet, ItemViewSet from .item import ItemSetFilterSet, ItemSetViewSet from .item import ItemCategoryViewSet +from .item import ItemRarityViewSet from .item import ArmorFilterSet, ArmorViewSet from .item import WeaponFilterSet, WeaponViewSet diff --git a/server/urls.py b/server/urls.py index 89be4343..e28d7bda 100644 --- a/server/urls.py +++ b/server/urls.py @@ -73,6 +73,7 @@ router_v2.register(r'spells',views_v2.SpellViewSet) router_v2.register(r'classes',views_v2.CharacterClassViewSet) router_v2.register(r'sizes',views_v2.SizeViewSet) + router_v2.register(r'itemrarities',views_v2.ItemRarityViewSet) # Wire up our API using automatic URL routing. # Additionally, we include login URLs for the browsable API. From fa92d0d116a1d9ea7c9d505cf0298405a09c451f Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:02:34 -0500 Subject: [PATCH 20/36] Cleaning up items. --- api_v2/models/enums.py | 19 +------------------ api_v2/models/item.py | 3 --- api_v2/models/object.py | 2 +- 3 files changed, 2 insertions(+), 22 deletions(-) diff --git a/api_v2/models/enums.py b/api_v2/models/enums.py index 084c9e95..9a4c613b 100644 --- a/api_v2/models/enums.py +++ b/api_v2/models/enums.py @@ -28,14 +28,7 @@ ("THUNDER", "Thunder"), ] -# Enumerating sizes, so they are sortable. -OBJECT_SIZE_CHOICES = [ - (1, "Tiny"), - (2, "Small"), - (3, "Medium"), - (4, "Large"), - (5, "Huge"), - (6, "Gargantuan")] + # Setting a reasonable maximum for AC. OBJECT_ARMOR_CLASS_MAXIMUM = 100 @@ -57,16 +50,6 @@ ("RECHARGE_AFTER_REST", "Recharge after a Short or Long rest"), ] -# Item Rarity -ITEM_RARITY_CHOICES = [ - (1, 'common'), - (2, 'uncommon'), - (3, 'rare'), - (4, 'very rare'), - (5, 'legendary'), - (6, 'artifact') -] - # Spell options SPELL_TARGET_TYPE_CHOICES = [ ('creature',"Creature"), diff --git a/api_v2/models/item.py b/api_v2/models/item.py index ce1cc937..04e557b0 100644 --- a/api_v2/models/item.py +++ b/api_v2/models/item.py @@ -2,15 +2,12 @@ from django.db import models from django.core.validators import MinValueValidator, MaxValueValidator -from django.urls import reverse -from api.models import GameContent from .weapon import Weapon from .armor import Armor from .abstracts import HasName, HasDescription from .object import Object from .document import FromDocument -from .enums import ITEM_RARITY_CHOICES class ItemRarity(HasName, FromDocument): diff --git a/api_v2/models/object.py b/api_v2/models/object.py index 8a61e5cd..f9aa8014 100644 --- a/api_v2/models/object.py +++ b/api_v2/models/object.py @@ -5,7 +5,7 @@ from .abstracts import HasName from .size import Size -from .enums import OBJECT_SIZE_CHOICES, OBJECT_ARMOR_CLASS_MAXIMUM, OBJECT_HIT_POINT_MAXIMUM +from .enums import OBJECT_ARMOR_CLASS_MAXIMUM, OBJECT_HIT_POINT_MAXIMUM class Object(HasName): From 83260e240812bc890347e0cc62049ad02708edbe Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:10:01 -0500 Subject: [PATCH 21/36] Moving values into enums. --- api_v2/models/abilities.py | 12 +++++----- api_v2/models/abstracts.py | 13 +--------- api_v2/models/condition.py | 1 + api_v2/models/enums.py | 25 ++++++++++++++++++- api_v2/models/validators.py | 48 ------------------------------------- 5 files changed, 32 insertions(+), 67 deletions(-) delete mode 100644 api_v2/models/validators.py diff --git a/api_v2/models/abilities.py b/api_v2/models/abilities.py index fa6341ae..a6578d7e 100644 --- a/api_v2/models/abilities.py +++ b/api_v2/models/abilities.py @@ -10,13 +10,13 @@ from math import floor +from .enums import ABILITY_SCORE_MAXIMUM +from .enums import SAVING_THROW_MAXIMUM, SAVING_THROW_MINIMUM +from .enums import SKILL_BONUS_MINIMUM, SKILL_BONUS_MAXIMUM +from .enums import PASSIVE_SCORE_MAXIMUM + # Field value limits -ABILITY_SCORE_MAXIMUM = 30 -SAVING_THROW_MINIMUM = -5 -SAVING_THROW_MAXIMUM = +20 -SKILL_BONUS_MINIMUM = -5 -SKILL_BONUS_MAXIMUM = +20 -PASSIVE_SCORE_MAXIMUM = 30 + # Define a field representing an ability score def ability_score_field(help_text): diff --git a/api_v2/models/abstracts.py b/api_v2/models/abstracts.py index 50d68678..d14978ca 100644 --- a/api_v2/models/abstracts.py +++ b/api_v2/models/abstracts.py @@ -1,7 +1,7 @@ """Abstract models to be used in Game Content items.""" from django.db import models - +from .enums import MODIFICATION_TYPES class HasName(models.Model): @@ -52,17 +52,6 @@ class Modification(HasName, HasDescription): Basically it describes any sort of modification to a character in 5e. """ - MODIFICATION_TYPES = [ - ("ability_score", "Ability Score Increase or Decrease"), - ("skill_proficiency", "Skill Proficiency"), - ("tool_proficiency", "Tool Proficiency"), - ("language", "Language"), - ("equipment", "Equipment"), - ("feature", "Feature"), # Used in Backgrounds - ("suggested_characteristics", "Suggested Characteristics"), # Used in Backgrounds - ("adventures_and_advancement", "Adventures and Advancement"), # Used in A5e Backgrounds - ("connection_and_memento", "Connection and Memento")] # Used in A5e Backgrounds - type = models.CharField( max_length=200, diff --git a/api_v2/models/condition.py b/api_v2/models/condition.py index c533e1c1..806ead11 100644 --- a/api_v2/models/condition.py +++ b/api_v2/models/condition.py @@ -1,5 +1,6 @@ """The model for a condition.""" from django.db import models + from .abstracts import HasName, HasDescription from .document import FromDocument diff --git a/api_v2/models/enums.py b/api_v2/models/enums.py index 9a4c613b..9a82c824 100644 --- a/api_v2/models/enums.py +++ b/api_v2/models/enums.py @@ -28,7 +28,12 @@ ("THUNDER", "Thunder"), ] - +ABILITY_SCORE_MAXIMUM = 30 +SAVING_THROW_MINIMUM = -5 +SAVING_THROW_MAXIMUM = +20 +SKILL_BONUS_MINIMUM = -5 +SKILL_BONUS_MAXIMUM = +20 +PASSIVE_SCORE_MAXIMUM = 30 # Setting a reasonable maximum for AC. OBJECT_ARMOR_CLASS_MAXIMUM = 100 @@ -58,6 +63,24 @@ ('area',"Area") ] +DAMAGE_TYPE_CHOICES = [ + ("bludgeoning", "bludgeoning"), + ("piercing", "piercing"), + ("slashing", "slashing")] + + +MODIFICATION_TYPES = [ + ("ability_score", "Ability Score Increase or Decrease"), + ("skill_proficiency", "Skill Proficiency"), + ("tool_proficiency", "Tool Proficiency"), + ("language", "Language"), + ("equipment", "Equipment"), + ("feature", "Feature"), # Used in Backgrounds + ("suggested_characteristics", "Suggested Characteristics"), # Used in Backgrounds + ("adventures_and_advancement", "Adventures and Advancement"), # Used in A5e Backgrounds + ("connection_and_memento", "Connection and Memento")] # Used in A5e Backgrounds + + SPELL_TARGET_RANGE_CHOICES = [ ('Self',"Self"), ('Touch',"Touch"), diff --git a/api_v2/models/validators.py b/api_v2/models/validators.py deleted file mode 100644 index 33d179df..00000000 --- a/api_v2/models/validators.py +++ /dev/null @@ -1,48 +0,0 @@ -from django.core.exceptions import ValidationError - - -def spell_school_validator(value): - '''A validator for spell schools strings. Input must be lowercase.''' - options = [ - 'abjuration', - 'conjuration', - 'divination', - 'enchantment', - 'evocation', - 'illusion', - 'necromancy', - 'transmutation' - ] - if value not in options: - raise ValidationError('Spell school {} not in valid school options. Value must be lowercase.'.format(value)) - - -def damage_type_validator(value): - '''A validator for damage types for spells. Input must be lowercase.''' - options = [ - 'acid', - 'cold', - 'fire', - 'force', - 'lightning', - 'necrotic', - 'poison', - 'psychic', - 'radiant', - 'thunder' - ] - if value not in options: - raise ValidationError('Spell damage type {} not in valid options. Value must be lowercase.'.format(value)) - - -def area_of_effect_shape_validator(value): - '''A validator for spell area of effects. Input must be lowercase.''' - options = [ - 'cone', - 'cube', - 'cylinder', - 'line', - 'sphere' - ] - if value not in options: - raise ValidationError('Spell area of effect {} not in valid options. Value must be lowercase.'.format(value)) \ No newline at end of file From f7e772fb626052871aa4a450d50fa2f17fda286c Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:26:41 -0500 Subject: [PATCH 22/36] Create Damage Types remapped. --- ...age_type_creatureattack_damage_type_old.py | 18 + .../0062_creatureattack_damage_type.py | 19 + api_v2/models/creature.py | 8 +- api_v2/models/weapon.py | 6 +- .../srd/CreatureAttack.json | 1148 +++++++++++------ scripts/data_manipulation/remapdmg.py | 17 + 6 files changed, 830 insertions(+), 386 deletions(-) create mode 100644 api_v2/migrations/0061_rename_damage_type_creatureattack_damage_type_old.py create mode 100644 api_v2/migrations/0062_creatureattack_damage_type.py create mode 100644 scripts/data_manipulation/remapdmg.py diff --git a/api_v2/migrations/0061_rename_damage_type_creatureattack_damage_type_old.py b/api_v2/migrations/0061_rename_damage_type_creatureattack_damage_type_old.py new file mode 100644 index 00000000..2122d46e --- /dev/null +++ b/api_v2/migrations/0061_rename_damage_type_creatureattack_damage_type_old.py @@ -0,0 +1,18 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:17 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0060_remove_item_rarity_integer'), + ] + + operations = [ + migrations.RenameField( + model_name='creatureattack', + old_name='damage_type', + new_name='damage_type_OLD', + ), + ] diff --git a/api_v2/migrations/0062_creatureattack_damage_type.py b/api_v2/migrations/0062_creatureattack_damage_type.py new file mode 100644 index 00000000..680e60ca --- /dev/null +++ b/api_v2/migrations/0062_creatureattack_damage_type.py @@ -0,0 +1,19 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:18 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0061_rename_damage_type_creatureattack_damage_type_old'), + ] + + operations = [ + migrations.AddField( + model_name='creatureattack', + name='damage_type', + field=models.ForeignKey(help_text='What kind of damage this attack deals', null=True, on_delete=django.db.models.deletion.CASCADE, to='api_v2.damagetype'), + ), + ] diff --git a/api_v2/models/creature.py b/api_v2/models/creature.py index fa458bb1..bd76218e 100644 --- a/api_v2/models/creature.py +++ b/api_v2/models/creature.py @@ -32,6 +32,7 @@ def damage_bonus_field(): ) def damage_type_field(): + return models.CharField( null=True, max_length=20, @@ -134,7 +135,12 @@ class CreatureAttack(HasName, FromDocument): damage_die_count = damage_die_count_field() damage_die_type = damage_die_type_field() damage_bonus = damage_bonus_field() - damage_type = damage_type_field() + damage_type_OLD = damage_type_field() + damage_type = models.ForeignKey( + "DamageType", + null=True, + on_delete=models.CASCADE, + help_text='What kind of damage this attack deals') # Additional damage fields extra_damage_die_count = damage_die_count_field() diff --git a/api_v2/models/weapon.py b/api_v2/models/weapon.py index 4bb07419..340a8f73 100644 --- a/api_v2/models/weapon.py +++ b/api_v2/models/weapon.py @@ -6,6 +6,8 @@ from .abstracts import HasName from .document import FromDocument +from .enums import DAMAGE_TYPE_CHOICES + class Weapon(HasName, FromDocument): """ @@ -15,10 +17,6 @@ class Weapon(HasName, FromDocument): Only the unique attributes of a weapon are here. An item that is a weapon would link to this model instance. """ - DAMAGE_TYPE_CHOICES = [ - ("bludgeoning", "bludgeoning"), - ("piercing", "piercing"), - ("slashing", "slashing")] damage_type = models.CharField( null=False, diff --git a/data/v2/wizards-of-the-coast/srd/CreatureAttack.json b/data/v2/wizards-of-the-coast/srd/CreatureAttack.json index e27b9be9..2ab4e87b 100644 --- a/data/v2/wizards-of-the-coast/srd/CreatureAttack.json +++ b/data/v2/wizards-of-the-coast/srd/CreatureAttack.json @@ -15,7 +15,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -38,7 +39,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -61,7 +63,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -84,7 +87,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -107,7 +111,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -130,7 +135,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D10", "extra_damage_bonus": 0, @@ -153,7 +159,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 7, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -176,7 +183,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -199,7 +207,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -222,7 +231,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -245,7 +255,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -268,7 +279,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -291,7 +303,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 7, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -314,7 +327,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -337,7 +351,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -360,7 +375,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -383,7 +399,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -406,7 +423,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -429,7 +447,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -452,7 +471,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -475,7 +495,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -498,7 +519,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -521,7 +543,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -544,7 +567,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -567,7 +591,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -590,7 +615,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -613,7 +639,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -636,7 +663,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -659,7 +687,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -682,7 +711,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -705,7 +735,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -728,7 +759,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -751,7 +783,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -774,7 +807,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -797,7 +831,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -820,7 +855,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -843,7 +879,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 9, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D10", "extra_damage_bonus": 0, @@ -866,7 +903,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -889,7 +927,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 9, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -912,7 +951,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -935,7 +975,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -958,7 +999,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -981,7 +1023,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 9, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1004,7 +1047,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1027,7 +1071,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 9, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1050,7 +1095,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1073,7 +1119,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1096,7 +1143,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1119,7 +1167,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 10, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1142,7 +1191,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1165,7 +1215,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1188,7 +1239,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -1211,7 +1263,8 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1234,7 +1287,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1257,7 +1311,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 10, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 4, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -1280,7 +1335,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1303,7 +1359,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1326,7 +1383,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 10, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1349,7 +1407,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1372,7 +1431,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1395,7 +1455,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -1418,7 +1479,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1441,7 +1503,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1464,7 +1527,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1487,7 +1551,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1510,7 +1575,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -1533,7 +1599,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -1556,7 +1623,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -1579,7 +1647,8 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -1602,7 +1671,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -1625,7 +1695,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1648,7 +1719,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "FIRE", + "damage_type_OLD": "FIRE", + "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1671,7 +1743,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1694,7 +1767,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -1717,7 +1791,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1740,7 +1815,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1763,7 +1839,8 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1786,7 +1863,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 2, "extra_damage_die_type": "D10", "extra_damage_bonus": 6, @@ -1809,7 +1887,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, @@ -1832,7 +1911,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 4, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -1855,7 +1935,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -1878,7 +1959,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1901,7 +1983,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 5, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -1924,7 +2007,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1947,7 +2031,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1970,7 +2055,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -1993,7 +2079,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2016,7 +2103,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2039,7 +2127,8 @@ "damage_die_count": 4, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2062,7 +2151,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2085,7 +2175,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2108,7 +2199,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2131,7 +2223,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2154,7 +2247,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2177,7 +2271,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2200,7 +2295,8 @@ "damage_die_count": 1, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2223,7 +2319,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2246,7 +2343,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2269,7 +2367,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2292,7 +2391,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2315,7 +2415,8 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2338,7 +2439,8 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2361,7 +2463,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2384,7 +2487,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2407,7 +2511,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2430,7 +2535,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2453,7 +2559,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2476,7 +2583,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 4, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -2499,7 +2607,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -2522,7 +2631,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -2545,7 +2655,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2568,7 +2679,8 @@ "damage_die_count": 3, "damage_die_type": "D12", "damage_bonus": 7, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2591,7 +2703,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2614,7 +2727,8 @@ "damage_die_count": 3, "damage_die_type": "D12", "damage_bonus": 7, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2637,7 +2751,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2660,7 +2775,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2683,7 +2799,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -2706,7 +2823,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -2729,7 +2847,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2752,7 +2871,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2775,7 +2895,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2798,7 +2919,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2821,7 +2943,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2844,7 +2967,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2867,7 +2991,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2890,7 +3015,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2913,7 +3039,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2936,7 +3063,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2959,7 +3087,8 @@ "damage_die_count": 5, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "FIRE", + "damage_type_OLD": "FIRE", + "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -2982,7 +3111,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -3005,7 +3135,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3028,7 +3159,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3051,7 +3183,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -3074,7 +3207,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -3097,7 +3231,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -3120,7 +3255,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -3143,7 +3279,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3166,6 +3303,7 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, + "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, @@ -3189,7 +3327,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3212,7 +3351,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3235,7 +3375,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "FIRE", + "damage_type_OLD": "FIRE", + "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3258,7 +3399,8 @@ "damage_die_count": 6, "damage_die_type": "D6", "damage_bonus": 7, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3281,7 +3423,8 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3304,7 +3447,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3327,7 +3471,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3350,7 +3495,8 @@ "damage_die_count": 3, "damage_die_type": "D12", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3373,7 +3519,8 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3396,7 +3543,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3419,7 +3567,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3442,7 +3591,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "ACID", + "damage_type_OLD": "ACID", + "damage_type": "acid", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3465,7 +3615,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3488,7 +3639,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3511,7 +3663,8 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "NECROTIC", + "damage_type_OLD": "NECROTIC", + "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3534,7 +3687,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3557,7 +3711,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3580,7 +3735,8 @@ "damage_die_count": 5, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3603,7 +3759,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3626,7 +3783,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3649,7 +3807,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3672,7 +3831,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3695,7 +3855,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3718,7 +3879,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3741,7 +3903,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3764,7 +3927,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3787,7 +3951,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3810,7 +3975,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3833,7 +3999,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3856,7 +4023,8 @@ "damage_die_count": 2, "damage_die_type": "D12", "damage_bonus": 5, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3879,7 +4047,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3902,7 +4071,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 1, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -3925,7 +4095,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -3948,7 +4119,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3971,7 +4143,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -3994,7 +4167,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4017,7 +4191,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4040,7 +4215,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4063,7 +4239,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, @@ -4086,7 +4263,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4109,6 +4287,7 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, + "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, @@ -4132,7 +4311,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4155,7 +4335,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 1, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4178,7 +4359,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4201,7 +4383,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4224,7 +4407,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4247,7 +4431,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4270,7 +4455,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4293,7 +4479,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -4316,7 +4503,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4339,7 +4527,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4362,7 +4551,8 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4385,7 +4575,8 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4408,7 +4599,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4431,7 +4623,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4454,7 +4647,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4477,7 +4671,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4500,7 +4695,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 1, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4523,7 +4719,8 @@ "damage_die_count": 0, "damage_die_type": null, "damage_bonus": 0, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4546,7 +4743,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4569,7 +4767,8 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "FIRE", + "damage_type_OLD": "FIRE", + "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4592,7 +4791,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4615,7 +4815,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4638,7 +4839,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -4661,7 +4863,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 5, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -4684,7 +4887,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -4707,7 +4911,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, @@ -4730,7 +4935,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4753,7 +4959,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4776,7 +4983,8 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4799,7 +5007,8 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4822,7 +5031,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4845,7 +5055,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4868,7 +5079,8 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4891,7 +5103,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4914,7 +5127,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4937,7 +5151,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -4960,6 +5175,7 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, + "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, @@ -4983,7 +5199,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5006,7 +5223,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "COLD", + "damage_type_OLD": "COLD", + "damage_type": "cold", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5029,7 +5247,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5052,7 +5271,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5075,7 +5295,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5098,7 +5319,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5121,7 +5343,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, @@ -5144,7 +5367,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "FIRE", + "damage_type_OLD": "FIRE", + "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5167,7 +5391,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5190,7 +5415,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5213,7 +5439,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5236,7 +5463,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5259,7 +5487,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5282,7 +5511,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -5305,7 +5535,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5328,7 +5559,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 4, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -5351,7 +5583,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5374,7 +5607,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 0, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5397,7 +5631,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5420,7 +5655,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5443,7 +5679,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5466,7 +5703,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -5489,7 +5727,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5512,7 +5751,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5535,7 +5775,8 @@ "damage_die_count": 2, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5558,7 +5799,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5581,7 +5823,8 @@ "damage_die_count": 2, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5604,7 +5847,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 6, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -5627,7 +5871,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -5650,7 +5895,8 @@ "damage_die_count": 5, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5673,7 +5919,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5696,7 +5943,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5719,7 +5967,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -5742,7 +5991,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -5765,7 +6015,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5788,7 +6039,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5811,7 +6063,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5834,7 +6087,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5857,7 +6111,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5880,7 +6135,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5903,7 +6159,8 @@ "damage_die_count": 1, "damage_die_type": "D12", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5926,7 +6183,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5949,7 +6207,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -5972,7 +6231,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -5995,7 +6255,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6018,7 +6279,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6041,7 +6303,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6064,7 +6327,8 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6087,7 +6351,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6110,7 +6375,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 6, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -6133,7 +6399,8 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6156,7 +6423,8 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 7, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 5, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -6179,7 +6447,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6202,7 +6471,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6225,7 +6495,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6248,7 +6519,8 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 9, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6271,7 +6543,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6294,7 +6567,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6317,7 +6591,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6340,7 +6615,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -6363,7 +6639,8 @@ "damage_die_count": 6, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -6386,7 +6663,8 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 9, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6409,7 +6687,8 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6432,7 +6711,8 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6455,6 +6735,7 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, + "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, @@ -6478,6 +6759,7 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, + "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, @@ -6501,7 +6783,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6524,7 +6807,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6547,7 +6831,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6570,7 +6855,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 1, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6593,7 +6879,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6616,7 +6903,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -6639,7 +6927,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -6662,7 +6951,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -6685,7 +6975,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6708,7 +6999,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6731,7 +7023,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6754,7 +7047,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6777,7 +7071,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "NECROTIC", + "damage_type_OLD": "NECROTIC", + "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6800,7 +7095,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6823,7 +7119,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6846,7 +7143,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6869,7 +7167,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6892,7 +7191,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6915,7 +7215,8 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 6, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -6938,7 +7239,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 6, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -6961,7 +7263,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type": "NECROTIC", + "damage_type_OLD": "NECROTIC", + "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -6984,7 +7287,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7007,7 +7311,8 @@ "damage_die_count": 0, "damage_die_type": null, "damage_bonus": 0, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7030,7 +7335,8 @@ "damage_die_count": 0, "damage_die_type": null, "damage_bonus": 0, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7053,7 +7359,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, @@ -7076,7 +7383,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7099,7 +7407,8 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7122,7 +7431,8 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7145,7 +7455,8 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7168,7 +7479,8 @@ "damage_die_count": 6, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7191,7 +7503,8 @@ "damage_die_count": 4, "damage_die_type": "D12", "damage_bonus": 9, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7214,7 +7527,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7237,7 +7551,8 @@ "damage_die_count": 4, "damage_die_type": "D12", "damage_bonus": 10, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7260,7 +7575,8 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7283,7 +7599,8 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 10, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7306,7 +7623,8 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7329,7 +7647,8 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7352,7 +7671,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7375,7 +7695,8 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7398,7 +7719,8 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7421,7 +7743,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7444,7 +7767,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7467,7 +7791,8 @@ "damage_die_count": 4, "damage_die_type": "D12", "damage_bonus": 7, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7490,7 +7815,8 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7513,7 +7839,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7536,7 +7863,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7559,7 +7887,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -7582,7 +7911,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7605,7 +7935,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -7628,7 +7959,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7651,7 +7983,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 0, - "damage_type": "NECROTIC", + "damage_type_OLD": "NECROTIC", + "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7674,7 +8007,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7697,7 +8031,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7720,7 +8055,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7743,7 +8079,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7766,7 +8103,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7789,7 +8127,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7812,7 +8151,8 @@ "damage_die_count": 1, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7835,7 +8175,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7858,7 +8199,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7881,7 +8223,8 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7904,7 +8247,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7927,7 +8271,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7950,7 +8295,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7973,7 +8319,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -7996,7 +8343,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8019,7 +8367,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8042,7 +8391,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8065,7 +8415,8 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8088,7 +8439,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8111,7 +8463,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8134,7 +8487,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, @@ -8157,7 +8511,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type": "NECROTIC", + "damage_type_OLD": "NECROTIC", + "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8180,7 +8535,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8203,7 +8559,8 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8226,7 +8583,8 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8249,7 +8607,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 0, - "damage_type": "LIGHTNING", + "damage_type_OLD": "LIGHTNING", + "damage_type": "lightning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8272,7 +8631,8 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type": "NECROTIC", + "damage_type_OLD": "NECROTIC", + "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8295,7 +8655,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8318,7 +8679,8 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8341,7 +8703,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8364,7 +8727,8 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8387,7 +8751,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8410,7 +8775,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -8433,7 +8799,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8456,7 +8823,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D10", "extra_damage_bonus": 0, @@ -8479,7 +8847,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8502,7 +8871,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8525,7 +8895,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8548,7 +8919,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8571,7 +8943,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8594,7 +8967,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8617,7 +8991,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8640,7 +9015,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8663,7 +9039,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8686,7 +9063,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -8709,7 +9087,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8732,7 +9111,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, @@ -8755,7 +9135,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8778,7 +9159,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8801,7 +9183,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8824,7 +9207,8 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type": "PIERCING", + "damage_type_OLD": "PIERCING", + "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, @@ -8847,7 +9231,8 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type": "SLASHING", + "damage_type_OLD": "SLASHING", + "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, @@ -8870,7 +9255,8 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 1, - "damage_type": "BLUDGEONING", + "damage_type_OLD": "BLUDGEONING", + "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, diff --git a/scripts/data_manipulation/remapdmg.py b/scripts/data_manipulation/remapdmg.py new file mode 100644 index 00000000..3c27878d --- /dev/null +++ b/scripts/data_manipulation/remapdmg.py @@ -0,0 +1,17 @@ +from api_v2 import models as v2 + + +# Run this by: +#$ python manage.py shell -c 'from scripts.data_manipulation.spell import casting_option_generate; casting_option_generate()' + +def remapdmg(): + print("REMAPPING dmg FOR monsters") + for ca in v2.CreatureAttack.objects.all(): + if ca.damage_type_OLD is not None: + for dt in v2.DamageType.objects.all(): + if ca.damage_type_OLD.lower() == dt.key: + mapped_dt = dt + ca.damage_type = mapped_dt + ca.save() + print("key:{} dmg_old:{} dmg_new:{}".format(ca.pk, ca.damage_type_OLD, dt.key)) + \ No newline at end of file From 13e2d0b8888280f5ac3bffdde704c796274a54f1 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:32:55 -0500 Subject: [PATCH 23/36] Extra Damage remap. --- api_v2/migrations/0063_auto_20240315_1228.py | 22 ++++++++++++++++++ api_v2/migrations/0064_auto_20240315_1231.py | 24 ++++++++++++++++++++ api_v2/models/creature.py | 11 +++++++-- scripts/data_manipulation/remapdmg.py | 8 +++---- 4 files changed, 59 insertions(+), 6 deletions(-) create mode 100644 api_v2/migrations/0063_auto_20240315_1228.py create mode 100644 api_v2/migrations/0064_auto_20240315_1231.py diff --git a/api_v2/migrations/0063_auto_20240315_1228.py b/api_v2/migrations/0063_auto_20240315_1228.py new file mode 100644 index 00000000..b94c9fd9 --- /dev/null +++ b/api_v2/migrations/0063_auto_20240315_1228.py @@ -0,0 +1,22 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:28 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0062_creatureattack_damage_type'), + ] + + operations = [ + migrations.RenameField( + model_name='creatureattack', + old_name='damage_type_OLD', + new_name='extra_damage_type_OLD', + ), + migrations.RemoveField( + model_name='creatureattack', + name='extra_damage_type', + ), + ] diff --git a/api_v2/migrations/0064_auto_20240315_1231.py b/api_v2/migrations/0064_auto_20240315_1231.py new file mode 100644 index 00000000..844d3068 --- /dev/null +++ b/api_v2/migrations/0064_auto_20240315_1231.py @@ -0,0 +1,24 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:31 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0063_auto_20240315_1228'), + ] + + operations = [ + migrations.AddField( + model_name='creatureattack', + name='extra_damage_type', + field=models.ForeignKey(help_text='What kind of extra damage this attack deals', null=True, on_delete=django.db.models.deletion.CASCADE, related_name='+', to='api_v2.damagetype'), + ), + migrations.AlterField( + model_name='creatureattack', + name='damage_type', + field=models.ForeignKey(help_text='What kind of damage this attack deals', null=True, on_delete=django.db.models.deletion.CASCADE, related_name='+', to='api_v2.damagetype'), + ), + ] diff --git a/api_v2/models/creature.py b/api_v2/models/creature.py index bd76218e..33659d6c 100644 --- a/api_v2/models/creature.py +++ b/api_v2/models/creature.py @@ -135,10 +135,11 @@ class CreatureAttack(HasName, FromDocument): damage_die_count = damage_die_count_field() damage_die_type = damage_die_type_field() damage_bonus = damage_bonus_field() - damage_type_OLD = damage_type_field() + damage_type = models.ForeignKey( "DamageType", null=True, + related_name="+", # No backwards relation. on_delete=models.CASCADE, help_text='What kind of damage this attack deals') @@ -146,7 +147,13 @@ class CreatureAttack(HasName, FromDocument): extra_damage_die_count = damage_die_count_field() extra_damage_die_type = damage_die_type_field() extra_damage_bonus = damage_bonus_field() - extra_damage_type = damage_type_field() + extra_damage_type_OLD = damage_type_field() + extra_damage_type = models.ForeignKey( + "DamageType", + null=True, + on_delete=models.CASCADE, + related_name="+", # No backwards relation. + help_text='What kind of extra damage this attack deals') class CreatureSet(HasName, FromDocument): diff --git a/scripts/data_manipulation/remapdmg.py b/scripts/data_manipulation/remapdmg.py index 3c27878d..715d553f 100644 --- a/scripts/data_manipulation/remapdmg.py +++ b/scripts/data_manipulation/remapdmg.py @@ -7,11 +7,11 @@ def remapdmg(): print("REMAPPING dmg FOR monsters") for ca in v2.CreatureAttack.objects.all(): - if ca.damage_type_OLD is not None: + if ca.extra_damage_type_OLD is not None: for dt in v2.DamageType.objects.all(): - if ca.damage_type_OLD.lower() == dt.key: + if ca.extra_damage_type_OLD.lower() == dt.key: mapped_dt = dt - ca.damage_type = mapped_dt + ca.extra_damage_type = mapped_dt ca.save() - print("key:{} dmg_old:{} dmg_new:{}".format(ca.pk, ca.damage_type_OLD, dt.key)) + print("key:{} dmg_old:{} dmg_new:{}".format(ca.pk, ca.extra_damage_type_OLD, dt.key)) \ No newline at end of file From 55b7b30d8b35973caa48ec51f967d6371dc6af24 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:33:29 -0500 Subject: [PATCH 24/36] Data part 1 for extra damage. --- .../srd/CreatureAttack.json | 1534 ++++++++--------- 1 file changed, 767 insertions(+), 767 deletions(-) diff --git a/data/v2/wizards-of-the-coast/srd/CreatureAttack.json b/data/v2/wizards-of-the-coast/srd/CreatureAttack.json index 2ab4e87b..4d073205 100644 --- a/data/v2/wizards-of-the-coast/srd/CreatureAttack.json +++ b/data/v2/wizards-of-the-coast/srd/CreatureAttack.json @@ -15,12 +15,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -39,12 +39,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -63,12 +63,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "ACID" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -87,12 +87,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -111,12 +111,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -135,12 +135,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D10", "extra_damage_bonus": 0, - "extra_damage_type": "LIGHTNING" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -159,12 +159,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 7, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -183,12 +183,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -207,12 +207,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -231,12 +231,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -255,12 +255,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -279,12 +279,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -303,12 +303,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 7, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -327,12 +327,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -351,12 +351,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -375,12 +375,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -399,12 +399,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -423,12 +423,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -447,12 +447,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -471,12 +471,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -495,12 +495,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -519,12 +519,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -543,12 +543,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -567,12 +567,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -591,12 +591,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -615,12 +615,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -639,12 +639,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -663,12 +663,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -687,12 +687,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -711,12 +711,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "COLD" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -735,12 +735,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -759,12 +759,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -783,12 +783,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -807,12 +807,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "ACID" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -831,12 +831,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -855,12 +855,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -879,12 +879,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 9, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D10", "extra_damage_bonus": 0, - "extra_damage_type": "LIGHTNING" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -903,12 +903,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -927,12 +927,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 9, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -951,12 +951,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -975,12 +975,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -999,12 +999,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1023,12 +1023,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 9, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1047,12 +1047,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1071,12 +1071,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 9, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1095,12 +1095,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1119,12 +1119,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1143,12 +1143,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1167,12 +1167,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 10, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1191,12 +1191,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1215,12 +1215,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1239,12 +1239,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1263,12 +1263,12 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1287,12 +1287,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1311,12 +1311,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 10, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 4, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1335,12 +1335,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1359,12 +1359,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1383,12 +1383,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 10, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1407,12 +1407,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1431,12 +1431,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1455,12 +1455,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "COLD" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1479,12 +1479,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1503,12 +1503,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1527,12 +1527,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1551,12 +1551,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1575,12 +1575,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "ACID" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1599,12 +1599,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1623,12 +1623,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1647,12 +1647,12 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "LIGHTNING" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1671,12 +1671,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1695,12 +1695,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1719,12 +1719,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "FIRE", "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "FIRE", + "extra_damage_type": "fire" } }, { @@ -1743,12 +1743,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1767,12 +1767,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1791,12 +1791,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1815,12 +1815,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1839,12 +1839,12 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1863,12 +1863,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 2, "extra_damage_die_type": "D10", "extra_damage_bonus": 6, - "extra_damage_type": "SLASHING" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1887,12 +1887,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type": "ACID" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1911,12 +1911,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 4, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "ACID" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -1935,12 +1935,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "LIGHTNING" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -1959,12 +1959,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -1983,12 +1983,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 5, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2007,12 +2007,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2031,12 +2031,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2055,12 +2055,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2079,12 +2079,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2103,12 +2103,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2127,12 +2127,12 @@ "damage_die_count": 4, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2151,12 +2151,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2175,12 +2175,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2199,12 +2199,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2223,12 +2223,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -2247,12 +2247,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2271,12 +2271,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -2295,12 +2295,12 @@ "damage_die_count": 1, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2319,12 +2319,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2343,12 +2343,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2367,12 +2367,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2391,12 +2391,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -2415,12 +2415,12 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2439,12 +2439,12 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2463,12 +2463,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2487,12 +2487,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2511,12 +2511,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2535,12 +2535,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2559,12 +2559,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2583,12 +2583,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 4, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "RADIANT" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2607,12 +2607,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "LIGHTNING" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -2631,12 +2631,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "THUNDER" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -2655,12 +2655,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2679,12 +2679,12 @@ "damage_die_count": 3, "damage_die_type": "D12", "damage_bonus": 7, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2703,12 +2703,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -2727,12 +2727,12 @@ "damage_die_count": 3, "damage_die_type": "D12", "damage_bonus": 7, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2751,12 +2751,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2775,12 +2775,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -2799,12 +2799,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2823,12 +2823,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2847,12 +2847,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -2871,12 +2871,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -2895,12 +2895,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2919,12 +2919,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -2943,12 +2943,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2967,12 +2967,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -2991,12 +2991,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3015,12 +3015,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3039,12 +3039,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3063,12 +3063,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -3087,12 +3087,12 @@ "damage_die_count": 5, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "FIRE", "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "FIRE", + "extra_damage_type": "fire" } }, { @@ -3111,12 +3111,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3135,12 +3135,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3159,12 +3159,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3183,12 +3183,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3207,12 +3207,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3231,12 +3231,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3255,12 +3255,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3279,12 +3279,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3303,11 +3303,11 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, - "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, + "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -3327,12 +3327,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3351,12 +3351,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3375,12 +3375,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "FIRE", "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "FIRE", + "extra_damage_type": "fire" } }, { @@ -3399,12 +3399,12 @@ "damage_die_count": 6, "damage_die_type": "D6", "damage_bonus": 7, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3423,12 +3423,12 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -3447,12 +3447,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -3471,12 +3471,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3495,12 +3495,12 @@ "damage_die_count": 3, "damage_die_type": "D12", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3519,12 +3519,12 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -3543,12 +3543,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3567,12 +3567,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3591,12 +3591,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "ACID", "damage_type": "acid", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "ACID", + "extra_damage_type": "acid" } }, { @@ -3615,12 +3615,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3639,12 +3639,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3663,12 +3663,12 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "NECROTIC", "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "NECROTIC", + "extra_damage_type": "necrotic" } }, { @@ -3687,12 +3687,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3711,12 +3711,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3735,12 +3735,12 @@ "damage_die_count": 5, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3759,12 +3759,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -3783,12 +3783,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -3807,12 +3807,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3831,12 +3831,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3855,12 +3855,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3879,12 +3879,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3903,12 +3903,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3927,12 +3927,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3951,12 +3951,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -3975,12 +3975,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -3999,12 +3999,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4023,12 +4023,12 @@ "damage_die_count": 2, "damage_die_type": "D12", "damage_bonus": 5, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4047,12 +4047,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -4071,12 +4071,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 1, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "ACID" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -4095,12 +4095,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4119,12 +4119,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4143,12 +4143,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4167,12 +4167,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4191,12 +4191,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4215,12 +4215,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4239,12 +4239,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type": "PIERCING" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -4263,12 +4263,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4287,11 +4287,11 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, - "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, + "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -4311,12 +4311,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4335,12 +4335,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 1, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4359,12 +4359,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4383,12 +4383,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4407,12 +4407,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4431,12 +4431,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4455,12 +4455,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -4479,12 +4479,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4503,12 +4503,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4527,12 +4527,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4551,12 +4551,12 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -4575,12 +4575,12 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -4599,12 +4599,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4623,12 +4623,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4647,12 +4647,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4671,12 +4671,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4695,12 +4695,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 1, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4719,12 +4719,12 @@ "damage_die_count": 0, "damage_die_type": null, "damage_bonus": 0, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4743,12 +4743,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4767,12 +4767,12 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "FIRE", "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "FIRE", + "extra_damage_type": "fire" } }, { @@ -4791,12 +4791,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4815,12 +4815,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4839,12 +4839,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "COLD" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4863,12 +4863,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 5, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "COLD" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4887,12 +4887,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "COLD" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -4911,12 +4911,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type": "COLD" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -4935,12 +4935,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -4959,12 +4959,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -4983,12 +4983,12 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5007,12 +5007,12 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5031,12 +5031,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5055,12 +5055,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5079,12 +5079,12 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5103,12 +5103,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5127,12 +5127,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5151,12 +5151,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5175,11 +5175,11 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, - "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, + "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -5199,12 +5199,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5223,12 +5223,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "COLD", "damage_type": "cold", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "COLD", + "extra_damage_type": "cold" } }, { @@ -5247,12 +5247,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5271,12 +5271,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5295,12 +5295,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5319,12 +5319,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5343,12 +5343,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5367,12 +5367,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "FIRE", "damage_type": "fire", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "FIRE", + "extra_damage_type": "fire" } }, { @@ -5391,12 +5391,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5415,12 +5415,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5439,12 +5439,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5463,12 +5463,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5487,12 +5487,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5511,12 +5511,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5535,12 +5535,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5559,12 +5559,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 4, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5583,12 +5583,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5607,12 +5607,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 0, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5631,12 +5631,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5655,12 +5655,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5679,12 +5679,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5703,12 +5703,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "ACID" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5727,12 +5727,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5751,12 +5751,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5775,12 +5775,12 @@ "damage_die_count": 2, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5799,12 +5799,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5823,12 +5823,12 @@ "damage_die_count": 2, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5847,12 +5847,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 6, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "NECROTIC" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5871,12 +5871,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "NECROTIC" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5895,12 +5895,12 @@ "damage_die_count": 5, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -5919,12 +5919,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5943,12 +5943,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -5967,12 +5967,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -5991,12 +5991,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "ACID" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -6015,12 +6015,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -6039,12 +6039,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -6063,12 +6063,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6087,12 +6087,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6111,12 +6111,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6135,12 +6135,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6159,12 +6159,12 @@ "damage_die_count": 1, "damage_die_type": "D12", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6183,12 +6183,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6207,12 +6207,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6231,12 +6231,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "PIERCING" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -6255,12 +6255,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6279,12 +6279,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 5, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6303,12 +6303,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -6327,12 +6327,12 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6351,12 +6351,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6375,12 +6375,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 6, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -6399,12 +6399,12 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 8, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -6423,12 +6423,12 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 7, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 5, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "RADIANT" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6447,12 +6447,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6471,12 +6471,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6495,12 +6495,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6519,12 +6519,12 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 9, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6543,12 +6543,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6567,12 +6567,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6591,12 +6591,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6615,12 +6615,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6639,12 +6639,12 @@ "damage_die_count": 6, "damage_die_type": "D10", "damage_bonus": 7, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6663,12 +6663,12 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 9, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6687,12 +6687,12 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6711,12 +6711,12 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6735,11 +6735,11 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, - "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, + "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -6759,11 +6759,11 @@ "damage_die_count": null, "damage_die_type": null, "damage_bonus": null, - "damage_type_OLD": null, "damage_type": null, "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, + "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -6783,12 +6783,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6807,12 +6807,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6831,12 +6831,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -6855,12 +6855,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 1, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6879,12 +6879,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 1, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6903,12 +6903,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6927,12 +6927,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -6951,12 +6951,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -6975,12 +6975,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 1, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -6999,12 +6999,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7023,12 +7023,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7047,12 +7047,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -7071,12 +7071,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "NECROTIC", "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "NECROTIC", + "extra_damage_type": "necrotic" } }, { @@ -7095,12 +7095,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7119,12 +7119,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7143,12 +7143,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7167,12 +7167,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7191,12 +7191,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7215,12 +7215,12 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 8, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 6, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "RADIANT" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -7239,12 +7239,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 6, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "RADIANT" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7263,12 +7263,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 0, - "damage_type_OLD": "NECROTIC", "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "NECROTIC", + "extra_damage_type": "necrotic" } }, { @@ -7287,12 +7287,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7311,12 +7311,12 @@ "damage_die_count": 0, "damage_die_type": null, "damage_bonus": 0, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -7335,12 +7335,12 @@ "damage_die_count": 0, "damage_die_type": null, "damage_bonus": 0, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7359,12 +7359,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 0, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -7383,12 +7383,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7407,12 +7407,12 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7431,12 +7431,12 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7455,12 +7455,12 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7479,12 +7479,12 @@ "damage_die_count": 6, "damage_die_type": "D6", "damage_bonus": 9, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -7503,12 +7503,12 @@ "damage_die_count": 4, "damage_die_type": "D12", "damage_bonus": 9, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7527,12 +7527,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -7551,12 +7551,12 @@ "damage_die_count": 4, "damage_die_type": "D12", "damage_bonus": 10, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7575,12 +7575,12 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 10, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -7599,12 +7599,12 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 10, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7623,12 +7623,12 @@ "damage_die_count": 4, "damage_die_type": "D6", "damage_bonus": 10, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7647,12 +7647,12 @@ "damage_die_count": 4, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7671,12 +7671,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7695,12 +7695,12 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7719,12 +7719,12 @@ "damage_die_count": 3, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7743,12 +7743,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7767,12 +7767,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -7791,12 +7791,12 @@ "damage_die_count": 4, "damage_die_type": "D12", "damage_bonus": 7, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7815,12 +7815,12 @@ "damage_die_count": 3, "damage_die_type": "D8", "damage_bonus": 7, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7839,12 +7839,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7863,12 +7863,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7887,12 +7887,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "NECROTIC" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7911,12 +7911,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -7935,12 +7935,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "NECROTIC" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -7959,12 +7959,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -7983,12 +7983,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 0, - "damage_type_OLD": "NECROTIC", "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "NECROTIC", + "extra_damage_type": "necrotic" } }, { @@ -8007,12 +8007,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8031,12 +8031,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8055,12 +8055,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -8079,12 +8079,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -8103,12 +8103,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8127,12 +8127,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8151,12 +8151,12 @@ "damage_die_count": 1, "damage_die_type": "D12", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8175,12 +8175,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } }, { @@ -8199,12 +8199,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8223,12 +8223,12 @@ "damage_die_count": 1, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8247,12 +8247,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8271,12 +8271,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8295,12 +8295,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8319,12 +8319,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8343,12 +8343,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8367,12 +8367,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8391,12 +8391,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8415,12 +8415,12 @@ "damage_die_count": 2, "damage_die_type": "D4", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8439,12 +8439,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8463,12 +8463,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8487,12 +8487,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type": "COLD" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8511,12 +8511,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 2, - "damage_type_OLD": "NECROTIC", "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "NECROTIC", + "extra_damage_type": "necrotic" } }, { @@ -8535,12 +8535,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8559,12 +8559,12 @@ "damage_die_count": 1, "damage_die_type": "D8", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8583,12 +8583,12 @@ "damage_die_count": 1, "damage_die_type": "D10", "damage_bonus": 2, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8607,12 +8607,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 0, - "damage_type_OLD": "LIGHTNING", "damage_type": "lightning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "LIGHTNING", + "extra_damage_type": "lightning" } }, { @@ -8631,12 +8631,12 @@ "damage_die_count": 4, "damage_die_type": "D8", "damage_bonus": 3, - "damage_type_OLD": "NECROTIC", "damage_type": "necrotic", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "NECROTIC", + "extra_damage_type": "necrotic" } }, { @@ -8655,12 +8655,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8679,12 +8679,12 @@ "damage_die_count": 2, "damage_die_type": "D8", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8703,12 +8703,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8727,12 +8727,12 @@ "damage_die_count": 3, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8751,12 +8751,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 3, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8775,12 +8775,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "ACID" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8799,12 +8799,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8823,12 +8823,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D10", "extra_damage_bonus": 0, - "extra_damage_type": "LIGHTNING" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8847,12 +8847,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8871,12 +8871,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8895,12 +8895,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8919,12 +8919,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 5, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8943,12 +8943,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 5, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -8967,12 +8967,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -8991,12 +8991,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -9015,12 +9015,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -9039,12 +9039,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -9063,12 +9063,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "POISON" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -9087,12 +9087,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -9111,12 +9111,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type": "FIRE" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -9135,12 +9135,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -9159,12 +9159,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 6, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -9183,12 +9183,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 6, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -9207,12 +9207,12 @@ "damage_die_count": 2, "damage_die_type": "D10", "damage_bonus": 4, - "damage_type_OLD": "PIERCING", "damage_type": "piercing", "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type": "COLD" + "extra_damage_type_OLD": "PIERCING", + "extra_damage_type": "piercing" } }, { @@ -9231,12 +9231,12 @@ "damage_die_count": 2, "damage_die_type": "D6", "damage_bonus": 4, - "damage_type_OLD": "SLASHING", "damage_type": "slashing", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "SLASHING", + "extra_damage_type": "slashing" } }, { @@ -9255,12 +9255,12 @@ "damage_die_count": 1, "damage_die_type": "D6", "damage_bonus": 1, - "damage_type_OLD": "BLUDGEONING", "damage_type": "bludgeoning", "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type": null + "extra_damage_type_OLD": "BLUDGEONING", + "extra_damage_type": "bludgeoning" } } ] From 1dfbaeaa98d4baec48d429307d984f8e45eda02f Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:34:25 -0500 Subject: [PATCH 25/36] Removing deprecated field. --- ...ve_creatureattack_extra_damage_type_old.py | 17 + api_v2/models/creature.py | 12 +- .../srd/CreatureAttack.json | 386 ------------------ 3 files changed, 18 insertions(+), 397 deletions(-) create mode 100644 api_v2/migrations/0065_remove_creatureattack_extra_damage_type_old.py diff --git a/api_v2/migrations/0065_remove_creatureattack_extra_damage_type_old.py b/api_v2/migrations/0065_remove_creatureattack_extra_damage_type_old.py new file mode 100644 index 00000000..7d5c424f --- /dev/null +++ b/api_v2/migrations/0065_remove_creatureattack_extra_damage_type_old.py @@ -0,0 +1,17 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:34 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0064_auto_20240315_1231'), + ] + + operations = [ + migrations.RemoveField( + model_name='creatureattack', + name='extra_damage_type_OLD', + ), + ] diff --git a/api_v2/models/creature.py b/api_v2/models/creature.py index 33659d6c..706609cd 100644 --- a/api_v2/models/creature.py +++ b/api_v2/models/creature.py @@ -31,16 +31,6 @@ def damage_bonus_field(): help_text='Damage roll modifier.' ) -def damage_type_field(): - - return models.CharField( - null=True, - max_length=20, - choices=DAMAGE_TYPES, - help_text='What kind of damage this attack deals.' - ) - - class CreatureType(HasName, HasDescription, FromDocument): """The Type of creature, such as Aberration.""" @@ -147,7 +137,7 @@ class CreatureAttack(HasName, FromDocument): extra_damage_die_count = damage_die_count_field() extra_damage_die_type = damage_die_type_field() extra_damage_bonus = damage_bonus_field() - extra_damage_type_OLD = damage_type_field() + extra_damage_type = models.ForeignKey( "DamageType", null=True, diff --git a/data/v2/wizards-of-the-coast/srd/CreatureAttack.json b/data/v2/wizards-of-the-coast/srd/CreatureAttack.json index 4d073205..41683a7c 100644 --- a/data/v2/wizards-of-the-coast/srd/CreatureAttack.json +++ b/data/v2/wizards-of-the-coast/srd/CreatureAttack.json @@ -19,7 +19,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -43,7 +42,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -67,7 +65,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -91,7 +88,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -115,7 +111,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -139,7 +134,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D10", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -163,7 +157,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -187,7 +180,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -211,7 +203,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -235,7 +226,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -259,7 +249,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -283,7 +272,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -307,7 +295,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -331,7 +318,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -355,7 +341,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -379,7 +364,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -403,7 +387,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -427,7 +410,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -451,7 +433,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -475,7 +456,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -499,7 +479,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -523,7 +502,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -547,7 +525,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -571,7 +548,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -595,7 +571,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -619,7 +594,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -643,7 +617,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -667,7 +640,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -691,7 +663,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -715,7 +686,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -739,7 +709,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -763,7 +732,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -787,7 +755,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -811,7 +778,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -835,7 +801,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -859,7 +824,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -883,7 +847,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D10", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -907,7 +870,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -931,7 +893,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -955,7 +916,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -979,7 +939,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1003,7 +962,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1027,7 +985,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1051,7 +1008,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1075,7 +1031,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1099,7 +1054,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1123,7 +1077,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1147,7 +1100,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1171,7 +1123,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1195,7 +1146,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1219,7 +1169,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1243,7 +1192,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1267,7 +1215,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1291,7 +1238,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1315,7 +1261,6 @@ "extra_damage_die_count": 4, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1339,7 +1284,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1363,7 +1307,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1387,7 +1330,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1411,7 +1353,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1435,7 +1376,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1459,7 +1399,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1483,7 +1422,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1507,7 +1445,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1531,7 +1468,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1555,7 +1491,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1579,7 +1514,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1603,7 +1537,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1627,7 +1560,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1651,7 +1583,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1675,7 +1606,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1699,7 +1629,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1723,7 +1652,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "FIRE", "extra_damage_type": "fire" } }, @@ -1747,7 +1675,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1771,7 +1698,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1795,7 +1721,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1819,7 +1744,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1843,7 +1767,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1867,7 +1790,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D10", "extra_damage_bonus": 6, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1891,7 +1813,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1915,7 +1836,6 @@ "extra_damage_die_count": 4, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -1939,7 +1859,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -1963,7 +1882,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -1987,7 +1905,6 @@ "extra_damage_die_count": 5, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2011,7 +1928,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2035,7 +1951,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2059,7 +1974,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2083,7 +1997,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2107,7 +2020,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2131,7 +2043,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2155,7 +2066,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2179,7 +2089,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2203,7 +2112,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2227,7 +2135,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -2251,7 +2158,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2275,7 +2181,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -2299,7 +2204,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2323,7 +2227,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2347,7 +2250,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2371,7 +2273,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2395,7 +2296,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -2419,7 +2319,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2443,7 +2342,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2467,7 +2365,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2491,7 +2388,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2515,7 +2411,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2539,7 +2434,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2563,7 +2457,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2587,7 +2480,6 @@ "extra_damage_die_count": 4, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2611,7 +2503,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -2635,7 +2526,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -2659,7 +2549,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2683,7 +2572,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2707,7 +2595,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -2731,7 +2618,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2755,7 +2641,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2779,7 +2664,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -2803,7 +2687,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2827,7 +2710,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2851,7 +2733,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -2875,7 +2756,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -2899,7 +2779,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2923,7 +2802,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -2947,7 +2825,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2971,7 +2848,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -2995,7 +2871,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3019,7 +2894,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3043,7 +2917,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3067,7 +2940,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -3091,7 +2963,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "FIRE", "extra_damage_type": "fire" } }, @@ -3115,7 +2986,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3139,7 +3009,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3163,7 +3032,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3187,7 +3055,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3211,7 +3078,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3235,7 +3101,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3259,7 +3124,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3283,7 +3147,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3307,7 +3170,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -3331,7 +3193,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3355,7 +3216,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3379,7 +3239,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "FIRE", "extra_damage_type": "fire" } }, @@ -3403,7 +3262,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3427,7 +3285,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -3451,7 +3308,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -3475,7 +3331,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3499,7 +3354,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3523,7 +3377,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -3547,7 +3400,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3571,7 +3423,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3595,7 +3446,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "ACID", "extra_damage_type": "acid" } }, @@ -3619,7 +3469,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3643,7 +3492,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3667,7 +3515,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "NECROTIC", "extra_damage_type": "necrotic" } }, @@ -3691,7 +3538,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3715,7 +3561,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3739,7 +3584,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3763,7 +3607,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -3787,7 +3630,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -3811,7 +3653,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3835,7 +3676,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3859,7 +3699,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3883,7 +3722,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3907,7 +3745,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3931,7 +3768,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -3955,7 +3791,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -3979,7 +3814,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4003,7 +3837,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4027,7 +3860,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4051,7 +3883,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -4075,7 +3906,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -4099,7 +3929,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4123,7 +3952,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4147,7 +3975,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4171,7 +3998,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4195,7 +4021,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4219,7 +4044,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4243,7 +4067,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -4267,7 +4090,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4291,7 +4113,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -4315,7 +4136,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4339,7 +4159,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4363,7 +4182,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4387,7 +4205,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4411,7 +4228,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4435,7 +4251,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4459,7 +4274,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -4483,7 +4297,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4507,7 +4320,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4531,7 +4343,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4555,7 +4366,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -4579,7 +4389,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -4603,7 +4412,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4627,7 +4435,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4651,7 +4458,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4675,7 +4481,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4699,7 +4504,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4723,7 +4527,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4747,7 +4550,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4771,7 +4573,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "FIRE", "extra_damage_type": "fire" } }, @@ -4795,7 +4596,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4819,7 +4619,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4843,7 +4642,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4867,7 +4665,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4891,7 +4688,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -4915,7 +4711,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -4939,7 +4734,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -4963,7 +4757,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -4987,7 +4780,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5011,7 +4803,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5035,7 +4826,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5059,7 +4849,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5083,7 +4872,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5107,7 +4895,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5131,7 +4918,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5155,7 +4941,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5179,7 +4964,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -5203,7 +4987,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5227,7 +5010,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "COLD", "extra_damage_type": "cold" } }, @@ -5251,7 +5033,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5275,7 +5056,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5299,7 +5079,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5323,7 +5102,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5347,7 +5125,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5371,7 +5148,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "FIRE", "extra_damage_type": "fire" } }, @@ -5395,7 +5171,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5419,7 +5194,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5443,7 +5217,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5467,7 +5240,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5491,7 +5263,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5515,7 +5286,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5539,7 +5309,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5563,7 +5332,6 @@ "extra_damage_die_count": 4, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5587,7 +5355,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5611,7 +5378,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5635,7 +5401,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5659,7 +5424,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5683,7 +5447,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5707,7 +5470,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5731,7 +5493,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5755,7 +5516,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5779,7 +5539,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5803,7 +5562,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5827,7 +5585,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5851,7 +5608,6 @@ "extra_damage_die_count": 6, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5875,7 +5631,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5899,7 +5654,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -5923,7 +5677,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5947,7 +5700,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -5971,7 +5723,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -5995,7 +5746,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -6019,7 +5769,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -6043,7 +5792,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -6067,7 +5815,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6091,7 +5838,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6115,7 +5861,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6139,7 +5884,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6163,7 +5907,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6187,7 +5930,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6211,7 +5953,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6235,7 +5976,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -6259,7 +5999,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6283,7 +6022,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6307,7 +6045,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -6331,7 +6068,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6355,7 +6091,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6379,7 +6114,6 @@ "extra_damage_die_count": 6, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -6403,7 +6137,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -6427,7 +6160,6 @@ "extra_damage_die_count": 5, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6451,7 +6183,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6475,7 +6206,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6499,7 +6229,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6523,7 +6252,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6547,7 +6275,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6571,7 +6298,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6595,7 +6321,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6619,7 +6344,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6643,7 +6367,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6667,7 +6390,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6691,7 +6413,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6715,7 +6436,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6739,7 +6459,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -6763,7 +6482,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": null, "extra_damage_type": null } }, @@ -6787,7 +6505,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6811,7 +6528,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6835,7 +6551,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -6859,7 +6574,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6883,7 +6597,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6907,7 +6620,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6931,7 +6643,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -6955,7 +6666,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -6979,7 +6689,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7003,7 +6712,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7027,7 +6735,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7051,7 +6758,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -7075,7 +6781,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "NECROTIC", "extra_damage_type": "necrotic" } }, @@ -7099,7 +6804,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7123,7 +6827,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7147,7 +6850,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7171,7 +6873,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7195,7 +6896,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7219,7 +6919,6 @@ "extra_damage_die_count": 6, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -7243,7 +6942,6 @@ "extra_damage_die_count": 6, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7267,7 +6965,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "NECROTIC", "extra_damage_type": "necrotic" } }, @@ -7291,7 +6988,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7315,7 +7011,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -7339,7 +7034,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7363,7 +7057,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -7387,7 +7080,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7411,7 +7103,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7435,7 +7126,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7459,7 +7149,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7483,7 +7172,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -7507,7 +7195,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7531,7 +7218,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -7555,7 +7241,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7579,7 +7264,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -7603,7 +7287,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7627,7 +7310,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7651,7 +7333,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7675,7 +7356,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7699,7 +7379,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7723,7 +7402,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7747,7 +7425,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7771,7 +7448,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -7795,7 +7471,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7819,7 +7494,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7843,7 +7517,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7867,7 +7540,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7891,7 +7563,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7915,7 +7586,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -7939,7 +7609,6 @@ "extra_damage_die_count": 3, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -7963,7 +7632,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -7987,7 +7655,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "NECROTIC", "extra_damage_type": "necrotic" } }, @@ -8011,7 +7678,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8035,7 +7701,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8059,7 +7724,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -8083,7 +7747,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -8107,7 +7770,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8131,7 +7793,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8155,7 +7816,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8179,7 +7839,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } }, @@ -8203,7 +7862,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8227,7 +7885,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8251,7 +7908,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8275,7 +7931,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8299,7 +7954,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8323,7 +7977,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8347,7 +8000,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8371,7 +8023,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8395,7 +8046,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8419,7 +8069,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8443,7 +8092,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8467,7 +8115,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8491,7 +8138,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D4", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8515,7 +8161,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "NECROTIC", "extra_damage_type": "necrotic" } }, @@ -8539,7 +8184,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8563,7 +8207,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8587,7 +8230,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8611,7 +8253,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "LIGHTNING", "extra_damage_type": "lightning" } }, @@ -8635,7 +8276,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "NECROTIC", "extra_damage_type": "necrotic" } }, @@ -8659,7 +8299,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8683,7 +8322,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8707,7 +8345,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8731,7 +8368,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8755,7 +8391,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8779,7 +8414,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8803,7 +8437,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8827,7 +8460,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D10", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8851,7 +8483,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8875,7 +8506,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8899,7 +8529,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8923,7 +8552,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8947,7 +8575,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -8971,7 +8598,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -8995,7 +8621,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -9019,7 +8644,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -9043,7 +8667,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -9067,7 +8690,6 @@ "extra_damage_die_count": 2, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -9091,7 +8713,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -9115,7 +8736,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D6", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -9139,7 +8759,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -9163,7 +8782,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -9187,7 +8805,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -9211,7 +8828,6 @@ "extra_damage_die_count": 1, "extra_damage_die_type": "D8", "extra_damage_bonus": 0, - "extra_damage_type_OLD": "PIERCING", "extra_damage_type": "piercing" } }, @@ -9235,7 +8851,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "SLASHING", "extra_damage_type": "slashing" } }, @@ -9259,7 +8874,6 @@ "extra_damage_die_count": null, "extra_damage_die_type": null, "extra_damage_bonus": null, - "extra_damage_type_OLD": "BLUDGEONING", "extra_damage_type": "bludgeoning" } } From 58e08415898f56b72a6afd07494425357a3c469e Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:36:49 -0500 Subject: [PATCH 26/36] Fixing seralizer. --- api_v2/serializers/creature.py | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/api_v2/serializers/creature.py b/api_v2/serializers/creature.py index cfa13a99..a28dd9df 100644 --- a/api_v2/serializers/creature.py +++ b/api_v2/serializers/creature.py @@ -62,7 +62,7 @@ def make_attack_obj(attack): attack.damage_die_count, attack.damage_die_type, attack.damage_bonus, - attack.damage_type + attack.damage_type.key ) if attack.extra_damage_type: @@ -70,7 +70,7 @@ def make_attack_obj(attack): attack.extra_damage_die_count, attack.extra_damage_die_type, attack.extra_damage_bonus, - attack.extra_damage_type + attack.extra_damage_type.key ) return obj From 29d0412b7a5c8c1fc7f8f79c0ca5fa72e1dd22a8 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:38:51 -0500 Subject: [PATCH 27/36] Deprecating. --- api_v2/models/creature.py | 2 +- api_v2/models/enums.py | 19 ------------------- 2 files changed, 1 insertion(+), 20 deletions(-) diff --git a/api_v2/models/creature.py b/api_v2/models/creature.py index 706609cd..bbc9a876 100644 --- a/api_v2/models/creature.py +++ b/api_v2/models/creature.py @@ -6,7 +6,7 @@ from .abstracts import HasDescription, HasName from .object import Object from .document import FromDocument -from .enums import CREATURE_ATTACK_TYPES, DIE_TYPES, DAMAGE_TYPES, CREATURE_USES_TYPES +from .enums import CREATURE_ATTACK_TYPES, DIE_TYPES, CREATURE_USES_TYPES def damage_die_count_field(): diff --git a/api_v2/models/enums.py b/api_v2/models/enums.py index 9a82c824..b8add1a6 100644 --- a/api_v2/models/enums.py +++ b/api_v2/models/enums.py @@ -9,25 +9,6 @@ ("D20", "d20"), ] -# List of damage types possible in 5e. -# Used by creature "damage_type" and "extra_damage_type", as well as spell "damage_types" -# Replaced by the Damagetype model -DAMAGE_TYPES = [ - ("ACID", "Acid"), - ("BLUDGEONING", "Bludgeoning"), - ("COLD", "Cold"), - ("FIRE", "Fire"), - ("FORCE", "Force"), - ("LIGHTNING", "Lightning"), - ("NECROTIC", "Necrotic"), - ("PIERCING", "Piercing"), - ("POISON", "Poison"), - ("PSYCHIC", "Psychic"), - ("RADIANT", "Radiant"), - ("SLASHING", "Slashing"), - ("THUNDER", "Thunder"), -] - ABILITY_SCORE_MAXIMUM = 30 SAVING_THROW_MINIMUM = -5 SAVING_THROW_MAXIMUM = +20 From 105a00eef9323bba021d21b651c8b35b529813cb Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:45:06 -0500 Subject: [PATCH 28/36] Remapping dmg --- ...name_damage_type_weapon_damage_type_old.py | 18 +++++++++ api_v2/migrations/0067_weapon_damage_type.py | 19 ++++++++++ api_v2/models/enums.py | 1 - api_v2/models/weapon.py | 9 ++++- api_v2/views/item.py | 1 - data/v2/wizards-of-the-coast/srd/Weapon.json | 37 +++++++++++++++++++ scripts/data_manipulation/remapweapons.py | 17 +++++++++ 7 files changed, 99 insertions(+), 3 deletions(-) create mode 100644 api_v2/migrations/0066_rename_damage_type_weapon_damage_type_old.py create mode 100644 api_v2/migrations/0067_weapon_damage_type.py create mode 100644 scripts/data_manipulation/remapweapons.py diff --git a/api_v2/migrations/0066_rename_damage_type_weapon_damage_type_old.py b/api_v2/migrations/0066_rename_damage_type_weapon_damage_type_old.py new file mode 100644 index 00000000..6259fb67 --- /dev/null +++ b/api_v2/migrations/0066_rename_damage_type_weapon_damage_type_old.py @@ -0,0 +1,18 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:41 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0065_remove_creatureattack_extra_damage_type_old'), + ] + + operations = [ + migrations.RenameField( + model_name='weapon', + old_name='damage_type', + new_name='damage_type_old', + ), + ] diff --git a/api_v2/migrations/0067_weapon_damage_type.py b/api_v2/migrations/0067_weapon_damage_type.py new file mode 100644 index 00000000..214476a6 --- /dev/null +++ b/api_v2/migrations/0067_weapon_damage_type.py @@ -0,0 +1,19 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:42 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0066_rename_damage_type_weapon_damage_type_old'), + ] + + operations = [ + migrations.AddField( + model_name='weapon', + name='damage_type', + field=models.ForeignKey(help_text='What kind of damage this weapon deals', null=True, on_delete=django.db.models.deletion.CASCADE, related_name='+', to='api_v2.damagetype'), + ), + ] diff --git a/api_v2/models/enums.py b/api_v2/models/enums.py index b8add1a6..5f788aad 100644 --- a/api_v2/models/enums.py +++ b/api_v2/models/enums.py @@ -28,7 +28,6 @@ ("WEAPON", "Weapon"), ] - # Monster action uses description. CREATURE_USES_TYPES = [ ("PER_DAY", "X/Day"), diff --git a/api_v2/models/weapon.py b/api_v2/models/weapon.py index 340a8f73..88c00195 100644 --- a/api_v2/models/weapon.py +++ b/api_v2/models/weapon.py @@ -18,12 +18,19 @@ class Weapon(HasName, FromDocument): would link to this model instance. """ - damage_type = models.CharField( + damage_type_old = models.CharField( null=False, choices=DAMAGE_TYPE_CHOICES, max_length=100, help_text='The damage type dealt by attacks with the weapon.') + damage_type = models.ForeignKey( + "DamageType", + null=True, + related_name="+", # No backwards relation. + on_delete=models.CASCADE, + help_text='What kind of damage this weapon deals') + damage_dice = models.CharField( null=False, max_length=100, diff --git a/api_v2/views/item.py b/api_v2/views/item.py index 011508d4..bb1a3f9f 100644 --- a/api_v2/views/item.py +++ b/api_v2/views/item.py @@ -87,7 +87,6 @@ class Meta: 'key': ['in', 'iexact', 'exact' ], 'name': ['iexact', 'exact'], 'document__key': ['in','iexact','exact'], - 'damage_type': ['in','iexact','exact'], 'damage_dice': ['in','iexact','exact'], 'versatile_dice': ['in','iexact','exact'], 'range_reach': ['exact','lt','lte','gt','gte'], diff --git a/data/v2/wizards-of-the-coast/srd/Weapon.json b/data/v2/wizards-of-the-coast/srd/Weapon.json index 15c75f9b..8a45603a 100644 --- a/data/v2/wizards-of-the-coast/srd/Weapon.json +++ b/data/v2/wizards-of-the-coast/srd/Weapon.json @@ -5,6 +5,7 @@ "fields": { "name": "Battleaxe", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d8", "versatile_dice": "1d10", @@ -30,6 +31,7 @@ "fields": { "name": "Blowgun", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1", "versatile_dice": "0", @@ -55,6 +57,7 @@ "fields": { "name": "Club", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d4", "versatile_dice": "0", @@ -80,6 +83,7 @@ "fields": { "name": "Crossbow, hand", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "0", @@ -105,6 +109,7 @@ "fields": { "name": "Crossbow, heavy", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d10", "versatile_dice": "0", @@ -130,6 +135,7 @@ "fields": { "name": "Crossbow, light", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -155,6 +161,7 @@ "fields": { "name": "Dagger", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d4", "versatile_dice": "0", @@ -180,6 +187,7 @@ "fields": { "name": "Dart", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d4", "versatile_dice": "0", @@ -205,6 +213,7 @@ "fields": { "name": "Flail", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d8", "versatile_dice": "0", @@ -230,6 +239,7 @@ "fields": { "name": "Glaive", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d10", "versatile_dice": "0", @@ -255,6 +265,7 @@ "fields": { "name": "Greataxe", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d12", "versatile_dice": "0", @@ -280,6 +291,7 @@ "fields": { "name": "Greatclub", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d8", "versatile_dice": "0", @@ -305,6 +317,7 @@ "fields": { "name": "Greatsword", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "2d6", "versatile_dice": "0", @@ -330,6 +343,7 @@ "fields": { "name": "Halberd", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d10", "versatile_dice": "0", @@ -355,6 +369,7 @@ "fields": { "name": "Handaxe", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d6", "versatile_dice": "0", @@ -380,6 +395,7 @@ "fields": { "name": "Javelin", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "0", @@ -405,6 +421,7 @@ "fields": { "name": "Lance", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d12", "versatile_dice": "0", @@ -430,6 +447,7 @@ "fields": { "name": "Light hammer", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d4", "versatile_dice": "0", @@ -455,6 +473,7 @@ "fields": { "name": "Longbow", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -480,6 +499,7 @@ "fields": { "name": "Longsword", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d8", "versatile_dice": "1d10", @@ -505,6 +525,7 @@ "fields": { "name": "Mace", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d6", "versatile_dice": "0", @@ -530,6 +551,7 @@ "fields": { "name": "Maul", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "2d6", "versatile_dice": "0", @@ -555,6 +577,7 @@ "fields": { "name": "Morningstar", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -580,6 +603,7 @@ "fields": { "name": "Net", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "0", "versatile_dice": "0", @@ -605,6 +629,7 @@ "fields": { "name": "Pike", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d10", "versatile_dice": "0", @@ -630,6 +655,7 @@ "fields": { "name": "Quarterstaff", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d6", "versatile_dice": "1d8", @@ -655,6 +681,7 @@ "fields": { "name": "Rapier", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -680,6 +707,7 @@ "fields": { "name": "Scimitar", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d6", "versatile_dice": "0", @@ -705,6 +733,7 @@ "fields": { "name": "Shortbow", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "0", @@ -730,6 +759,7 @@ "fields": { "name": "Shortsword", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d6", "versatile_dice": "0", @@ -755,6 +785,7 @@ "fields": { "name": "Sickle", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d4", "versatile_dice": "0", @@ -780,6 +811,7 @@ "fields": { "name": "Sling", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d4", "versatile_dice": "0", @@ -805,6 +837,7 @@ "fields": { "name": "Spear", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "1d8", @@ -830,6 +863,7 @@ "fields": { "name": "Trident", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "1d8", @@ -855,6 +889,7 @@ "fields": { "name": "Warhammer", "document": "srd", + "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d8", "versatile_dice": "1d10", @@ -880,6 +915,7 @@ "fields": { "name": "War Pick", "document": "srd", + "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -905,6 +941,7 @@ "fields": { "name": "Whip", "document": "srd", + "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d4", "versatile_dice": "0", diff --git a/scripts/data_manipulation/remapweapons.py b/scripts/data_manipulation/remapweapons.py new file mode 100644 index 00000000..d7b06998 --- /dev/null +++ b/scripts/data_manipulation/remapweapons.py @@ -0,0 +1,17 @@ +from api_v2 import models as v2 + + +# Run this by: +#$ python manage.py shell -c 'from scripts.data_manipulation.spell import casting_option_generate; casting_option_generate()' + +def remapdmg(): + print("REMAPPING dmg FOR monsters") + for w in v2.Weapon.objects.all(): + if w.damage_type_old is not None: + for dt in v2.DamageType.objects.all(): + if w.damage_type_old.lower() == dt.key: + mapped_dt = dt + w.damage_type = mapped_dt + w.save() + print("key:{} dmg_old:{} dmg_new:{}".format(w.pk, w.damage_type_old, dt.key)) + \ No newline at end of file From d6411154e1382e063b7cedbb1a4c1aa3c28c053b Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:45:58 -0500 Subject: [PATCH 29/36] Removing deprecated field. --- .../0068_remove_weapon_damage_type_old.py | 17 +++++++++ api_v2/models/weapon.py | 6 --- data/v2/wizards-of-the-coast/srd/Weapon.json | 37 ------------------- 3 files changed, 17 insertions(+), 43 deletions(-) create mode 100644 api_v2/migrations/0068_remove_weapon_damage_type_old.py diff --git a/api_v2/migrations/0068_remove_weapon_damage_type_old.py b/api_v2/migrations/0068_remove_weapon_damage_type_old.py new file mode 100644 index 00000000..fa75138b --- /dev/null +++ b/api_v2/migrations/0068_remove_weapon_damage_type_old.py @@ -0,0 +1,17 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:45 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0067_weapon_damage_type'), + ] + + operations = [ + migrations.RemoveField( + model_name='weapon', + name='damage_type_old', + ), + ] diff --git a/api_v2/models/weapon.py b/api_v2/models/weapon.py index 88c00195..008598cd 100644 --- a/api_v2/models/weapon.py +++ b/api_v2/models/weapon.py @@ -18,12 +18,6 @@ class Weapon(HasName, FromDocument): would link to this model instance. """ - damage_type_old = models.CharField( - null=False, - choices=DAMAGE_TYPE_CHOICES, - max_length=100, - help_text='The damage type dealt by attacks with the weapon.') - damage_type = models.ForeignKey( "DamageType", null=True, diff --git a/data/v2/wizards-of-the-coast/srd/Weapon.json b/data/v2/wizards-of-the-coast/srd/Weapon.json index 8a45603a..15c75f9b 100644 --- a/data/v2/wizards-of-the-coast/srd/Weapon.json +++ b/data/v2/wizards-of-the-coast/srd/Weapon.json @@ -5,7 +5,6 @@ "fields": { "name": "Battleaxe", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d8", "versatile_dice": "1d10", @@ -31,7 +30,6 @@ "fields": { "name": "Blowgun", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1", "versatile_dice": "0", @@ -57,7 +55,6 @@ "fields": { "name": "Club", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d4", "versatile_dice": "0", @@ -83,7 +80,6 @@ "fields": { "name": "Crossbow, hand", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "0", @@ -109,7 +105,6 @@ "fields": { "name": "Crossbow, heavy", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d10", "versatile_dice": "0", @@ -135,7 +130,6 @@ "fields": { "name": "Crossbow, light", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -161,7 +155,6 @@ "fields": { "name": "Dagger", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d4", "versatile_dice": "0", @@ -187,7 +180,6 @@ "fields": { "name": "Dart", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d4", "versatile_dice": "0", @@ -213,7 +205,6 @@ "fields": { "name": "Flail", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d8", "versatile_dice": "0", @@ -239,7 +230,6 @@ "fields": { "name": "Glaive", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d10", "versatile_dice": "0", @@ -265,7 +255,6 @@ "fields": { "name": "Greataxe", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d12", "versatile_dice": "0", @@ -291,7 +280,6 @@ "fields": { "name": "Greatclub", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d8", "versatile_dice": "0", @@ -317,7 +305,6 @@ "fields": { "name": "Greatsword", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "2d6", "versatile_dice": "0", @@ -343,7 +330,6 @@ "fields": { "name": "Halberd", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d10", "versatile_dice": "0", @@ -369,7 +355,6 @@ "fields": { "name": "Handaxe", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d6", "versatile_dice": "0", @@ -395,7 +380,6 @@ "fields": { "name": "Javelin", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "0", @@ -421,7 +405,6 @@ "fields": { "name": "Lance", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d12", "versatile_dice": "0", @@ -447,7 +430,6 @@ "fields": { "name": "Light hammer", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d4", "versatile_dice": "0", @@ -473,7 +455,6 @@ "fields": { "name": "Longbow", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -499,7 +480,6 @@ "fields": { "name": "Longsword", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d8", "versatile_dice": "1d10", @@ -525,7 +505,6 @@ "fields": { "name": "Mace", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d6", "versatile_dice": "0", @@ -551,7 +530,6 @@ "fields": { "name": "Maul", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "2d6", "versatile_dice": "0", @@ -577,7 +555,6 @@ "fields": { "name": "Morningstar", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -603,7 +580,6 @@ "fields": { "name": "Net", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "0", "versatile_dice": "0", @@ -629,7 +605,6 @@ "fields": { "name": "Pike", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d10", "versatile_dice": "0", @@ -655,7 +630,6 @@ "fields": { "name": "Quarterstaff", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d6", "versatile_dice": "1d8", @@ -681,7 +655,6 @@ "fields": { "name": "Rapier", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -707,7 +680,6 @@ "fields": { "name": "Scimitar", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d6", "versatile_dice": "0", @@ -733,7 +705,6 @@ "fields": { "name": "Shortbow", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "0", @@ -759,7 +730,6 @@ "fields": { "name": "Shortsword", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d6", "versatile_dice": "0", @@ -785,7 +755,6 @@ "fields": { "name": "Sickle", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d4", "versatile_dice": "0", @@ -811,7 +780,6 @@ "fields": { "name": "Sling", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d4", "versatile_dice": "0", @@ -837,7 +805,6 @@ "fields": { "name": "Spear", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "1d8", @@ -863,7 +830,6 @@ "fields": { "name": "Trident", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d6", "versatile_dice": "1d8", @@ -889,7 +855,6 @@ "fields": { "name": "Warhammer", "document": "srd", - "damage_type_old": "bludgeoning", "damage_type": "bludgeoning", "damage_dice": "1d8", "versatile_dice": "1d10", @@ -915,7 +880,6 @@ "fields": { "name": "War Pick", "document": "srd", - "damage_type_old": "piercing", "damage_type": "piercing", "damage_dice": "1d8", "versatile_dice": "0", @@ -941,7 +905,6 @@ "fields": { "name": "Whip", "document": "srd", - "damage_type_old": "slashing", "damage_type": "slashing", "damage_dice": "1d4", "versatile_dice": "0", From 4a061bebd091e1f300d244bfff8b894ed0361640 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:53:14 -0500 Subject: [PATCH 30/36] Remapping spell school to be foreignkey. --- .../0069_rename_school_spell_school_old.py | 18 + api_v2/migrations/0070_spell_school.py | 20 + api_v2/models/enums.py | 6 - api_v2/models/spell.py | 8 +- api_v2/models/weapon.py | 2 - data/v2/en-publishing/a5esrd/Spell.json | 1113 ++++++++----- data/v2/kobold-press/deep-magic/Spell.json | 1404 +++++++++++------ data/v2/kobold-press/dmag-e/Spell.json | 174 +- data/v2/kobold-press/kp/Spell.json | 91 +- data/v2/kobold-press/toh/Spell.json | 241 ++- data/v2/kobold-press/warlock/Spell.json | 117 +- data/v2/open5e/o5e/Spell.json | 6 +- data/v2/wizards-of-the-coast/srd/Spell.json | 957 +++++++---- scripts/data_manipulation/remapschool.py | 17 + 14 files changed, 2831 insertions(+), 1343 deletions(-) create mode 100644 api_v2/migrations/0069_rename_school_spell_school_old.py create mode 100644 api_v2/migrations/0070_spell_school.py create mode 100644 scripts/data_manipulation/remapschool.py diff --git a/api_v2/migrations/0069_rename_school_spell_school_old.py b/api_v2/migrations/0069_rename_school_spell_school_old.py new file mode 100644 index 00000000..ca53d3de --- /dev/null +++ b/api_v2/migrations/0069_rename_school_spell_school_old.py @@ -0,0 +1,18 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:47 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0068_remove_weapon_damage_type_old'), + ] + + operations = [ + migrations.RenameField( + model_name='spell', + old_name='school', + new_name='school_old', + ), + ] diff --git a/api_v2/migrations/0070_spell_school.py b/api_v2/migrations/0070_spell_school.py new file mode 100644 index 00000000..8290d7d5 --- /dev/null +++ b/api_v2/migrations/0070_spell_school.py @@ -0,0 +1,20 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:52 + +from django.db import migrations, models +import django.db.models.deletion + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0069_rename_school_spell_school_old'), + ] + + operations = [ + migrations.AddField( + model_name='spell', + name='school', + field=models.ForeignKey(default='evocation', help_text="Spell school, such as 'evocation'", on_delete=django.db.models.deletion.CASCADE, to='api_v2.spellschool'), + preserve_default=False, + ), + ] diff --git a/api_v2/models/enums.py b/api_v2/models/enums.py index 5f788aad..a75219b1 100644 --- a/api_v2/models/enums.py +++ b/api_v2/models/enums.py @@ -43,12 +43,6 @@ ('area',"Area") ] -DAMAGE_TYPE_CHOICES = [ - ("bludgeoning", "bludgeoning"), - ("piercing", "piercing"), - ("slashing", "slashing")] - - MODIFICATION_TYPES = [ ("ability_score", "Ability Score Increase or Decrease"), ("skill_proficiency", "Skill Proficiency"), diff --git a/api_v2/models/spell.py b/api_v2/models/spell.py index 7406dbe3..cc9a6e40 100644 --- a/api_v2/models/spell.py +++ b/api_v2/models/spell.py @@ -27,9 +27,15 @@ class Spell(HasName, HasDescription, FromDocument): validators=[MinValueValidator(0), MaxValueValidator(9)], help_text='Integer representing the default slot level required by the spell.') - school = models.TextField( + school_old = models.TextField( choices = SPELL_SCHOOL_CHOICES, help_text = "Spell school key, such as 'evocation'") + + school = models.ForeignKey( + "SpellSchool", + on_delete=models.CASCADE, + help_text="Spell school, such as 'evocation'" + ) higher_level = models.TextField( help_text = "Description of casting the spell at a different level.") diff --git a/api_v2/models/weapon.py b/api_v2/models/weapon.py index 008598cd..49a7fd4d 100644 --- a/api_v2/models/weapon.py +++ b/api_v2/models/weapon.py @@ -6,8 +6,6 @@ from .abstracts import HasName from .document import FromDocument -from .enums import DAMAGE_TYPE_CHOICES - class Weapon(HasName, FromDocument): """ diff --git a/data/v2/en-publishing/a5esrd/Spell.json b/data/v2/en-publishing/a5esrd/Spell.json index 2cd7bc41..2ac17817 100644 --- a/data/v2/en-publishing/a5esrd/Spell.json +++ b/data/v2/en-publishing/a5esrd/Spell.json @@ -7,7 +7,8 @@ "desc": "You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.\n\nUntil the spell ends, targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).\n\n* **1 Round:** Double Speed.\n* **2 Rounds:** +2 bonus to AC.\n* **3 Rounds:** Advantage on Dexterity saving throws.\n* **4 Rounds:** An additional action each turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.\n\nWhen the spell ends, a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.", "document": "a5esrd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "You may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.", "target_type": "object", "range": "30 feet", @@ -38,7 +39,8 @@ "desc": "A jet of acid streaks towards the target like a hissing, green arrow. Make a ranged spell attack.\n\nOn a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "Increase this spell's initial and ongoing damage by 1d4 per slot level above 2nd.", "target_type": "creature", "range": "120 feet", @@ -71,7 +73,8 @@ "desc": "A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.", "document": "a5esrd", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -102,7 +105,8 @@ "desc": "You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.", "document": "a5esrd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The granted hit points increase by an additional 5 for each slot level above 2nd.", "target_type": "point", "range": "60 feet", @@ -133,7 +137,8 @@ "desc": "Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.", "document": "a5esrd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The spell's range increases by 30 feet for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -164,7 +169,8 @@ "desc": "You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don't set off the alarm.\n\nChoose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping. An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet.", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "You may create an additional alarm for each slot level above 1st. The spell's range increases to 600 feet, but you must be familiar with the locations you ward, and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms.\n\nYou may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell's casting.\n\nIncreased Duration. The spell's duration increases to 24 hours.\n\nImproved Audible Alarm. The audible alarm produces any sound you choose and can be heard up to 300 feet away.\n\nImproved Mental Alarm. The mental alarm alerts you regardless of your location, even if you and the alarm are on different planes of existence.", "target_type": "creature", "range": "60 feet", @@ -195,7 +201,8 @@ "desc": "You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.\n\n* **Amphibian:** Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.\n* **Altered State:** You decide what you look like. \n \nNone of your gameplay statistics change but you can alter anything about your body's appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance.\n* **Red in Tooth and Claw:** You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When using a spell slot of 5th-level, add the following to the list of forms you can adopt.\n\n* **Greater Natural Weapons:** The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.\n* **Mask of the Grave:** You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don't need to breathe and you become immune to poison.\n* **Wings:** A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon's wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.", "target_type": "creature", "range": "Self", @@ -226,7 +233,8 @@ "desc": "You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.\n\nYou use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood.", "document": "a5esrd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of one. In addition, you can choose adamantine as the material.\n\nWhen you reach 17th level, your attacks with this spell deal an extra 1d6 damage.", "target_type": "creature", "range": "Self", @@ -257,7 +265,8 @@ "desc": "The target is bombarded with a fraction of energy stolen from some slumbering, deific source, immediately taking 40 radiant damage. This spell ignores resistances but does not ignore immunities. A creature killed by this spell does not decay and cannot become undead for the spell's duration. Days spent under the influence of this spell don't count against the time limit of spells such as _raise dead_. This effect ends early if the corpse takes necrotic damage.", "document": "a5esrd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage and duration increase to 45 radiant damage and 1 year when using an 8th-level spell slot, or 50 damage and until dispelled when using a 9th-level spell slot.", "target_type": "creature", "range": "30 feet", @@ -290,7 +299,8 @@ "desc": "You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your companions harms it (whichever is sooner), the target is charmed by you.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "Choose one additional target for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -321,7 +331,8 @@ "desc": "You call a Tiny beast to you, whisper a message to it, and then give it directions to the message's recipient. It is now your messenger.\n\nSpecify a location you have previously visited and a recipient who matches a general description, such as \"a person wearing a pointed red hat in Barter Town\" or \"a half-orc in a wheelchair at the Striped Lion Inn.\" Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.\n\nWhen the messenger arrives, it delivers your message to the first creature matching your description, replicating the sound of your voice exactly. If the messenger can't find the recipient or reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "document": "a5esrd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The duration of the spell increases by 48 hours for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -352,7 +363,8 @@ "desc": "You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.\n\nOn subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.\n\nUntil the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points) are replaced by the statistics of the chosen beast excepting its Intelligence, Wisdom, and Charisma scores. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effect on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.", "document": "a5esrd", "level": 8, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -383,7 +395,8 @@ "desc": "You animate a mortal's remains to become your undead servant.\n\nIf the spell is cast upon bones you create a skeleton, and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead's statistics.\n\nWhile it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.\n\nThe undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours.\n\nCasting the spell in this way reasserts control over up to 4 of your previously-animated undead instead of animating a new one.", "document": "a5esrd", "level": 3, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).", "target_type": "area", "range": "Touch", @@ -414,7 +427,8 @@ "desc": "Objects come to life at your command just like you dreamt of when you were an apprentice! Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can't animate objects larger than Huge.\n\nUntil the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.\n\nEach construct has Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1, as well as a flying speed of 30 feet and the ability to hover (if securely fastened to something larger, it has a Speed of 0), and blindsight to a range of 30 feet (blind beyond that distance). Otherwise a construct's statistics are determined by its size.\n\nIf you animate 4 or more Small or Tiny objects, instead of controlling each construct individually they function as a construct swarm. Add together all swarm's total hit points. Attacks against a construct swarm deal half damage. The construct swarm reverts to individual constructs when it is reduced to 15 hit points or less.\n\nYou can use a bonus action to mentally command any construct made with this spell while it is within 500 feet. When you command multiple constructs using this spell, you may simultaneously give them all the same command. You decide the action the construct takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. Without commands the construct only defends itself. The construct continues to follow a command until its task is complete.\n\nWhen you command a construct to attack, it makes a single slam melee attack against a creature within 5 feet of it. On a hit the construct deals bludgeoning, piercing, or slashing damage appropriate to its shape.\n\nWhen the construct drops to 0 hit points, any excess damage carries over to its normal object form.", "document": "a5esrd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "You can animate 2 additional Small or Tiny objects for each slot level above 5th.", "target_type": "object", "range": "120 feet", @@ -445,7 +459,8 @@ "desc": "A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.\n\nThe barrier does not prevent spells or attacks with ranged or reach weapons from passing through the barrier.\n\nThe spell ends if you move so that a Tiny or larger living creature is forced to pass through the barrier.", "document": "a5esrd", "level": 5, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -476,7 +491,8 @@ "desc": "An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator's discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere's effects.\n\n* **Area Suppression:** When a magical effect protrudes into the sphere, that part of the effect's area is suppressed. For example, the ice created by a wall of ice is suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n* **Creatures and Objects:** While within the sphere, any creatures or objects created or conjured by magic temporarily wink out of existence, reappearing immediately once the space they occupied is no longer within the sphere.\n* **Dispel Magic:** The sphere is immune to dispel magic and similar magical effects, including other antimagic field spells.\n* **Magic Items:** While within the sphere, magic items function as if they were mundane objects. Magic weapons and ammunition cease to be suppressed when they fully leave the sphere.\n* **Magical Travel:** Whether the sphere includes a destination or departure point, any planar travel or teleportation within it automatically fails. Until the spell ends or the sphere moves, magical portals and extradimensional spaces (such as that created by a bag of holding) within the sphere are closed.\n* **Spells:** Any spell cast within the sphere or at a target within the sphere is suppressed and the spell slot is consumed. Active spells and magical effects are also suppressed within the sphere. If a spell or magical effect has a duration, time spent suppressed counts against it.", "document": "a5esrd", "level": 8, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -507,7 +523,8 @@ "desc": "You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires.\n\nThe target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell's effects for 1 minute.\n\n* **Antipathy:** When a designated creature can see the target or comes within 60 feet of it, the creature makes a Wisdom saving throw or becomes frightened. While frightened the creature must use its movement to move away from the target to the nearest safe spot from which it can no longer see the target. If the creature moves more than 60 feet from the target and can no longer see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n* **Sympathy:** When a designated creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw. On a failure, the creature uses its movement on each of its turns to enter the area or move within reach of the target, and is unwilling to move away from the target. \nIf the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect. An affected creature can also make a saving throw once every 24 hours while within the area of the spell, and whenever it ends its turn more than 60 feet from the target and is unable to see the target.", "document": "a5esrd", "level": 8, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -538,7 +555,8 @@ "desc": "Until the spell ends, you create an invisible, floating magical eye that hovers in the air and sends you visual information. The eye has normal vision, darkvision to a range of 30 feet, and it can look in every direction.\n\nYou can use an action to move the eye up to 30 feet in any direction as long as it remains on the same plane of existence. The eye can pass through openings as small as 1 inch across but otherwise its movement is blocked by solid barriers.", "document": "a5esrd", "level": 4, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -569,7 +587,8 @@ "desc": "You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.\n\nThe hand doesn't fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.\n\nWhen you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.\n\n* **_Shove:_** The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the hand pushes the creature in a direction of your choosing for up to 5 feet plus a number of feet equal to 5 times your spellcasting ability modifier, and remains within 5 feet of it.\n* **_Smash:_** Make a melee spell attack against a creature or object within 5 feet of the hand. On a hit, the hand deals 4d8 force damage.\n* **_Snatch:_** The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the creature is grappled by the hand. You can use a bonus action to crush a creature grappled by the hand, dealing bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\n* **_Stop:_** Until the hand is given another command it moves to stay between you and a creature of your choice, providing you with three-quarters cover against the chosen creature. A creature with a Strength score of 26 or less cannot move through the hand's space, and stronger creatures treat the hand as difficult terrain.", "document": "a5esrd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage from Smash increases by 2d8 and the damage from Snatch increases by 2d6 for each slot level above 5th.", "target_type": "point", "range": "120 feet", @@ -600,7 +619,8 @@ "desc": "The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively, you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target. The spell can also be suppressed for 10 minutes by casting _knock_ on the target. Otherwise, the target cannot be opened normally and it is more difficult to break or force open, increasing the DC to break it or pick any locks on it by 10 (minimum DC 20).", "document": "a5esrd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "Increase the DC to force open the object or pick any locks on the object by an additional 2 for each slot level above 2nd. Only a knock spell cast at a slot level equal to or greater than your arcane lock suppresses it.", "target_type": "creature", "range": "Touch", @@ -631,7 +651,8 @@ "desc": "Your muscles swell with arcane power. They're too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": "a5esrd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -662,7 +683,8 @@ "desc": "You respond to an incoming attack with a magically-infused attack of your own. Make a melee spell attack against the creature that attacked you. If you hit, the creature takes 3d6 acid, cold, fire, lightning, poison, or thunder damage.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell deals an extra 1d6 damage for each slot level above 1st. When using a 4th-level spell slot, you may choose to deal psychic, radiant, or necrotic damage. When using a 6th-level spell slot, you may choose to deal force damage.", "target_type": "creature", "range": "Self", @@ -700,7 +722,8 @@ "desc": "You summon an insubstantial yet deadly sword to do your bidding.\n\nMake a melee spell attack against a target of your choice within 5 feet of the sword, dealing 3d10 force damage on a hit.\n\nUntil the spell ends, you can use a bonus action on subsequent turns to move the sword up to 20 feet to a space you can see and make an identical melee spell attack against a target.", "document": "a5esrd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -731,7 +754,8 @@ "desc": "You craft an illusion to deceive others about the target's true magical properties.\n\nChoose one or both of the following effects. When cast upon the same target with the same effect for 30 successive days, it lasts until it is dispelled.\n\n* **False Aura:** A magical target appears nonmagical, a nonmagical target appears magical, or you change a target's magical aura so that it appears to belong to a school of magic of your choosing. Additionally, you can choose to make the false magic apparent to any creature that handles the item.\n* **Masking Effect:** Choose a creature type. Spells and magical effects that detect creature types (such as a herald's Divine Sense or the trigger of a symbol spell) treat the target as if it were a creature of that type. Additionally, you can choose to mask the target's alignment trait (if it has one).", "document": "a5esrd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "When cast using a 6th-level spell slot or higher the effects last until dispelled with a bonus action.", "target_type": "creature", "range": "Touch", @@ -762,7 +786,8 @@ "desc": "You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage. You may use your Strength or Dexterity for attack and damage rolls with unarmed strikes, and treat your unarmed strikes as weapons with the finesse property. You gain an additional action on your turn, which may only be used to make a melee attack with your unarmed strike. If you are hit by a silvered weapon, you have disadvantage on your Constitution saving throw to maintain concentration.", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -793,7 +818,8 @@ "desc": "Until the spell ends, the targets leave their material bodies (unconscious and in a state of suspended animation, not aging or requiring food or air) and project astral forms that resemble their mortal forms in nearly all ways, keeping their game statistics and possessions.\n\nWhile in this astral form you trail a tether, a silvery-white cord that sprouts from between your shoulder blades and fades into immateriality a foot behind you. As long as the tether remains intact you can find your way back to your material body. When it is cut—which requires an effect specifically stating that it cuts your tether —your soul and body are separated and you immediately die. Damage against and other effects on your astral form have no effect on your material body either during this spell or after its duration ends. Your astral form travels freely through the Astral Plane and can pass through interplanar portals on the Astral Plane leading to any other plane. When you enter a new plane or return to the plane you were on when casting this spell, your material body and possessions are transported along the tether, allowing you to return fully intact with all your gear as you enter the new plane.\n\nThe spell ends for all targets when you use an action to dismiss it, for an individual target when a successful dispel magic is cast upon its astral form or material body, or when either its material body or its astral form drops to 0 hit points. When the spell ends for a target and the tether is intact, the tether pulls the target's astral form back to its material body, ending the suspended animation.\n\nIf the spell ends for you prematurely, other targets remain in their astral forms and must find their own way back to their bodies (usually by dropping to 0 hit points).", "document": "a5esrd", "level": 9, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -824,7 +850,8 @@ "desc": "With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:\n\n* Fortunate omen (good results)\n* Calamity omen (bad results)\n* Ambivalence omen (both good and bad results)\n* No omen (results that aren't especially good or bad)\n\nThis omen does not account for possible circumstances that could change the outcome, such as making additional preparations.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -855,7 +882,8 @@ "desc": "You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human. The Narrator assigns awakened plant statistics (such as an awakened shrub or awakened tree).\n\nThe target is charmed by you for 30 days or until you or your companions harm it. Depending on how you treated the target while it was charmed, when the condition ends the awakened creature may choose to remain friendly to you.", "document": "a5esrd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "Target an additional creature for each slot level above 5th. Each target requires its own material component.", "target_type": "creature", "range": "Touch", @@ -886,7 +914,8 @@ "desc": "The senses of the targets are filled with phantom energies that make them more vulnerable and less capable. Until the spell ends, a d4 is subtracted from attack rolls and saving throws made by a target.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "You target an additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -917,7 +946,8 @@ "desc": "You employ sheer force of will to make reality question the existence of a nearby creature, causing them to warp visibly in front of you.\n\nUntil the spell ends, a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.\n\nAt the end of each of its turns, a banished creature can repeat the saving throw with a -1 penalty for each round it has spent banished, returning on a success. If the spell ends before its maximum duration, the target reappears in the space it left (or the nearest unoccupied space) but otherwise a target native to a different plane doesn't return.", "document": "a5esrd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The duration of banishment increases by 1 round for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -948,7 +978,8 @@ "desc": "The target's skin takes on the texture and appearance of bark, increasing its AC to 16 (unless its AC is already higher).", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The target's AC increases by +1 for every two slot levels above 2nd.", "target_type": "creature", "range": "Touch", @@ -979,7 +1010,8 @@ "desc": "You fill your allies with a thirst for glory and battle using your triumphant rallying cry. Expend and roll a Bardic Inspiration die to determine the number of rounds you can maintain concentration on this spell (minimum 1 round). Each target gains a bonus to attack and damage rolls equal to the number of rounds you have maintained concentration on this spell (maximum +4).\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "You can maintain concentration on this spell for an additional round for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -1010,7 +1042,8 @@ "desc": "The targets are filled with hope and vitality.\n\nUntil the spell ends, each target gains advantage on Wisdom saving throws and death saving throws, and when a target receives healing it regains the maximum number of hit points possible.", "document": "a5esrd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -1041,7 +1074,8 @@ "desc": "Choose one of the following:\n\n* Select one ability score; the target has disadvantage on ability checks and saving throws using that ability score.\n* The target makes attack rolls against you with disadvantage.\n* Each turn, the target loses its action unless it succeeds a Wisdom saving throw at the start of its turn.\n* Your attacks and spells deal an additional 1d8 necrotic damage against the target.\n\nA curse lasts until the spell ends. At the Narrator's discretion you may create a different curse effect with this spell so long as it is weaker than the options above.\n\nA _remove curse_ spell ends the effect if the spell slot used to cast it is equal to or greater than the spell slot used to cast _bestow curse_.", "document": "a5esrd", "level": 3, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When using a 4th-level spell slot the duration increases to 10 minutes. When using a 5th-level spell slot the duration increases to 8 hours and it no longer requires your concentration. When using a 7th-level spell slot the duration is 24 hours.", "target_type": "creature", "range": "Touch", @@ -1072,7 +1106,8 @@ "desc": "Writhing black tentacles fill the ground within the area turning it into difficult terrain. When a creature starts its turn in the area or enters the area for the first time on its turn, it takes 3d6 bludgeoning damage and is restrained by the tentacles unless it succeeds on a Dexterity saving throw. A creature that starts its turn restrained by the tentacles takes 3d6 bludgeoning damage.\n\nA restrained creature can use its action to make an Acrobatics or Athletics check against the spell save DC, freeing itself on a success.", "document": "a5esrd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The damage increases by 1d6 for every 2 slot levels above 4th.", "target_type": "area", "range": "60 feet", @@ -1105,7 +1140,8 @@ "desc": "You create a wall of slashing blades. The wall can be up to 20 feet high and 5 feet thick, and can either be a straight wall up to 100 feet long or a ringed wall of up to 60 feet in diameter. The wall provides three-quarters cover and its area is difficult terrain.\n\nWhen a creature starts its turn within the wall's area or enters the wall's area for the first time on a turn, it makes a Dexterity saving throw, taking 6d10 slashing damage on a failed save, or half as much on a successful save.", "document": "a5esrd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 6th.", "target_type": "area", "range": "120 feet", @@ -1136,7 +1172,8 @@ "desc": "The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "You target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -1167,7 +1204,8 @@ "desc": "Necrotic energies drain moisture and vitality from the target, dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.\n\nA plant creature or magical plant has disadvantage on its saving throw and takes the maximum damage possible from this spell. A nonmagical plant that isn't a creature receives no saving throw and instead withers until dead.", "document": "a5esrd", "level": 4, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -1198,7 +1236,8 @@ "desc": "Until the spell ends, the target is blinded or deafened (your choice). At the end of each of its turns the target can repeat its saving throw, ending the spell on a success.", "document": "a5esrd", "level": 2, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "You target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -1229,7 +1268,8 @@ "desc": "Until the spell ends, roll 1d20 at the end of each of your turns. When you roll an 11 or higher you disappear and reappear in the Ethereal Plane (if you are already on the Ethereal Plane, the spell fails and the spell slot is wasted). At the start of your next turn you return to an unoccupied space that you can see within 10 feet of where you disappeared from. If no unoccupied space is available within range, you reappear in the nearest unoccupied space (determined randomly when there are multiple nearest choices). As an action, you can dismiss this spell.\n\nWhile on the Ethereal Plane, you can see and hear into the plane you were originally on out to a range of 60 feet, but everything is obscured by mist and in shades of gray. You can only target and be targeted by other creatures on the Ethereal Plane.\n\nCreatures on your original plane cannot perceive or interact with you, unless they are able to interact with the Ethereal Plane.", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1260,7 +1300,8 @@ "desc": "This spell creates a pact which is enforced by celestial or fiendish forces. You and another willing creature commit to a mutual agreement, clearly declaring your parts of the agreement during the casting.\n\nUntil the spell ends, if for any reason either participant breaks the agreement or fails to uphold their part of the bargain, beings of celestial or fiendish origin appear within unoccupied spaces as close as possible to the participant who broke the bargain. The beings are hostile to the deal-breaking participant and attempt to kill them, as well as any creatures that defend them. When the dealbreaking participant is killed, or the spell's duration ends, the beings disappear in a flash of smoke.\n\nThe spellcaster chooses whether the beings are celestial or fiendish while casting the spell, and the Narrator chooses the exact creatures summoned (such as a couatl or 5 imps). There may be any number of beings, but their combined Challenge Rating can't exceed 5.", "document": "a5esrd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The combined Challenge Rating of summoned beings increases by 2 and the duration increases by 13 days for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -1291,7 +1332,8 @@ "desc": "Until the spell ends, you are shrouded in distortion and your image is blurred. Creatures make attack rolls against you with disadvantage unless they have senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).", "document": "a5esrd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "You may target an additional willing creature you can see within range for each slot level above 2nd. Whenever an affected creature other than you is hit by an attack, the spell ends for that creature. When using a higher level spell slot, increase the spell's range to 30 feet.", "target_type": "creature", "range": "Self", @@ -1322,7 +1364,8 @@ "desc": "A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -1355,7 +1398,8 @@ "desc": "You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.\n\nNote: Using the _calculate_ cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.", "document": "a5esrd", "level": 0, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1386,7 +1430,8 @@ "desc": "You surround yourself with a dampening magical field and collect the energy of a foe's attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack's damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends.\n\nYou must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage, or if you already have advantage, you automatically succeed.", "target_type": "creature", "range": "Self", @@ -1417,7 +1462,8 @@ "desc": "A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).\n\nOn the round you cast it, and as an action on subsequent turns until the spell ends, you can call down a bolt of lightning to a point directly beneath the cloud. Each creature within 5 feet of the point makes a Dexterity saving throw, taking 3d10 lightning damage on a failed save or half as much on a successful one.\n\nIf you are outdoors in a storm when you cast this spell, you take control of the storm instead of creating a new cloud and the spell's damage is increased by 1d10.", "document": "a5esrd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 3rd.", "target_type": "point", "range": "100 feet", @@ -1448,7 +1494,8 @@ "desc": "Strong and harmful emotions are suppressed within the area. You can choose which of the following two effects to apply to each target of this spell.\n\n* Suppress the charmed or frightened conditions, though they resume when the spell ends (time spent suppressed counts against a condition's duration).\n* Suppress hostile feelings towards creatures of your choice until the spell ends. This suppression ends if a target is attacked or sees its allies being attacked. Targets act normally when the spell ends.", "document": "a5esrd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The spell area increases by 10 feet for each slot level above 2nd.", "target_type": "area", "range": "60 feet", @@ -1479,7 +1526,8 @@ "desc": "You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire casting.\n\n* **Funeral:** You bless one or more corpses, acknowledging their transition away from this world. For the next week, they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR 1/4 or less. A corpse can only benefit from this effect once.\n* **Guide the Passing:** You bless one or more creatures within range for their passage into the next life. For the next 7 days, their souls cannot be trapped or captured by any means short of a wish spell. Once a creature benefits from this effect, it can't do so again until it has been restored to life.\n* **Offering:** The gifts of the faithful are offered to the benefit of the gods and the community. Choose one skill or tool proficiency and target a number of creatures equal to your proficiency bonus that are within range. When a target makes an ability check using the skill or tool within the next week, it can choose to use this benefit to gain an expertise die on the check. A creature can be targeted by this effect no more than once per week.\n* **Purification:** A creature you touch is washed with your spiritual energy. Choose one disease or possession effect on the target. If the save DC for that effect is equal to or lower than your spell save DC, the effect ends.\n* **Rite of Passage:** You shepherd one or more creatures into the next phase of life, such as in a child dedication, coming of age, marriage, or conversion ceremony. These creatures gain inspiration. A creature can benefit from this effect no more than once per year.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1510,7 +1558,8 @@ "desc": "You fire a bolt of electricity at the primary target that deals 10d8 lightning damage. Electricity arcs to up to 3 additional targets you choose that are within 30 feet of the primary target.", "document": "a5esrd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "An extra arc leaps from the primary target to an additional target for each slot level above 6th.", "target_type": "creature", "range": "120 feet", @@ -1541,7 +1590,8 @@ "desc": "You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.\n\nThe spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.", "document": "a5esrd", "level": 4, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "For each slot level above 4th, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", "range": "60 feet", @@ -1572,7 +1622,8 @@ "desc": "You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.\n\nThe spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", "range": "30 feet", @@ -1603,7 +1654,8 @@ "desc": "You reach out with a spectral hand that carries the chill of death. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. The hand remains visibly clutching onto the target for the duration. If the target you hit is undead, it makes attack rolls against you with disadvantage until the end of your next turn.", "document": "a5esrd", "level": 0, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "point", "range": "120 feet", @@ -1636,7 +1688,8 @@ "desc": "A sphere of negative energy sucks life from the area.\n\nCreatures in the area take 9d6 necrotic damage.", "document": "a5esrd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "The damage increases by 2d6 for each slot level above 6th.", "target_type": "area", "range": "120 feet", @@ -1667,7 +1720,8 @@ "desc": "You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.\n\nUntil the spell ends, you can breathe underwater, and you can utilize bardic performances that would normally require breathable air. In addition, you have advantage on saving throws against gases and environments with adverse breathing conditions.", "document": "a5esrd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The duration of this spell increases when you reach 5th level (10 minutes), 11th level (30 minutes), and 17th level (1 hour).", "target_type": "creature", "range": "Self", @@ -1698,7 +1752,8 @@ "desc": "An invisible sensor is created within the spell's range. The sensor remains there for the duration, and it cannot be targeted or attacked.\n\nChoose seeing or hearing when you cast the spell.\n\nYou may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor.\n\nA creature able to see invisible things (from the see invisibility spell or truesight, for instance) sees a 4-inch diameter glowing, ethereal orb.", "document": "a5esrd", "level": 3, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "1 mile", @@ -1729,7 +1784,8 @@ "desc": "This spell grows a duplicate of the target that remains inert indefinitely as long as its vessel is sealed.\n\nThe clone grows inside the sealed vessel and matures over the course of 120 days. You can choose to have the clone be a younger version of the target.\n\nOnce the clone has matured, when the target dies its soul is transferred to the clone so long as it is free and willing. The clone is identical to the target (except perhaps in age) and has the same personality, memories, and abilities, but it is without the target's equipment. The target's original body cannot be brought back to life by magic since its soul now resides within the cloned body.", "document": "a5esrd", "level": 8, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1760,7 +1816,8 @@ "desc": "You create a sphere of poisonous, sickly green fog, which can spread around corners but not change shape. The area is heavily obscured. A strong wind disperses the fog, ending the spell early.\n\nUntil the spell ends, when a creature enters the area for the first time on its turn or starts its turn there, it takes 5d8 poison damage.\n\nThe fog moves away from you 10 feet at the start of each of your turns, flowing along the ground. The fog is thicker than air, sinks to the lowest level in the land, and can even flow down openings and pits.", "document": "a5esrd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 5th.", "target_type": "area", "range": "120 feet", @@ -1793,7 +1850,8 @@ "desc": "Until the spell ends, you can use an action to spit venom, making a ranged spell attack at a creature or object within 30 feet. On a hit, the venom deals 4d8 poison damage, and if the target is a creature it is poisoned until the end of its next turn.", "document": "a5esrd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -1824,7 +1882,8 @@ "desc": "A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area are blinded, in ascending order according to their hit points.\n\nWhen a target is blinded, subtract its hit points from the total before moving on to the next target.\n\nA target's hit points must be equal to or less than the total remaining for the spell to have any affect.", "document": "a5esrd", "level": 1, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "Add an additional 2d10 hit points for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -1855,7 +1914,8 @@ "desc": "You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.\n\nBelow are example commands, but at the Narrator's discretion you may give any one-word command.\n\n* **Approach/Come/Here:** The target uses its action to take the Dash action and move toward you by the shortest route, ending its turn if it reaches within 5 feet of you.\n* **Bow/Grovel/Kneel:** The target falls prone and ends its turn.\n* **Drop:** The target drops anything it is holding and ends its turn.\n* **Flee/Run:** The target uses its action to Dash and moves away from you as far as it can.\n* **Halt:** The target remains where it is and takes no actions. A flying creature that cannot hover moves the minimum distance needed to remain aloft.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", "range": "60 feet", @@ -1886,7 +1946,8 @@ "desc": "You contact your deity, a divine proxy, or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question, unless the being does not know. When the being does not know, you receive \"unclear\" as an answer. The being does not try to deceive, and the Narrator may offer a short phrase as an answer if necessary.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a no answer increases.\n\nThe Narrator makes the following roll in secret: second casting —25%, third casting —50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1917,7 +1978,8 @@ "desc": "Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land.\n\nWhen cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.\n\nYou learn up to 3 facts of your choice about the surrounding area:\n\n* Terrain and bodies of water\n* Common flora, fauna, minerals, and peoples\n* Any unnatural creatures in the area\n* Weaknesses in planar boundaries\n* Built structures", "document": "a5esrd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -1948,7 +2010,8 @@ "desc": "You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn't uncover secret messages or decode cyphers, and it does not assist in uncovering lies.", "document": "a5esrd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "The bonus increases by +5 for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -1979,7 +2042,8 @@ "desc": "Frigid cold blasts from your hands. Each creature in the area takes 8d8 cold damage. Creatures killed by this spell become frozen statues until they thaw.", "document": "a5esrd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 5th.", "target_type": "creature", "range": "Self", @@ -2012,7 +2076,8 @@ "desc": "You assault the minds of your targets, filling them with delusions and making them confused until the spell ends. On a successful saving throw, a target is rattled for 1 round. At the end of each of its turns, a confused target makes a Wisdom saving throw to end the spell's effects on it.", "document": "a5esrd", "level": 4, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The spell's area increases by 5 feet for each slot level above 4th.", "target_type": "area", "range": "120 feet", @@ -2043,7 +2108,8 @@ "desc": "You summon forth the spirit of a beast that takes the physical form of your choosing in unoccupied spaces you can see.\n\nChoose one of the following:\n\n* One beast of CR 2 or less\n* Two beasts of CR 1 or less\n* Three beasts of CR 1/2 or less\n\n Beasts summoned this way are allied to you and your companions. While it is within 60 feet you can use a bonus action to mentally command a summoned beast. When you command multiple beasts using this spell, you must give them all the same command. You may decide the action the beast takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, a conjured beast only defends itself.", "document": "a5esrd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The challenge rating of beasts you can summon increases by one step for each slot level above 3rd. For example, when using a 4th-level spell slot you can summon one beast of CR 3 or less, two beasts of CR 2 or less, or three beasts of CR 1 or less.", "target_type": "area", "range": "60 feet", @@ -2074,7 +2140,8 @@ "desc": "You summon a creature from the realms celestial.\n\nThis creature uses the statistics of a celestial creature (detailed below) with certain traits determined by your choice of its type: an angel of battle, angel of protection, or angel of vengeance.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the celestial creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.", "document": "a5esrd", "level": 7, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "For each slot level above 7th the celestial creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", "range": "60 feet", @@ -2105,7 +2172,8 @@ "desc": "You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the elemental creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.", "document": "a5esrd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "For each slot level above 5th the elemental creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", "range": "60 feet", @@ -2136,7 +2204,8 @@ "desc": "You summon a creature from The Dreaming.\n\nThis creature uses the statistics of a fey creature (detailed below) with certain traits determined by your choice of its type: hag, hound, or redcap.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the summoned creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "For each slot level above 6th the fey creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", "range": "60 feet", @@ -2167,7 +2236,8 @@ "desc": "You summon up to 3 creatures from the Elemental Planes. These creatures use the statistics of a minor elemental (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor elemental's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.\n\nThe summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple minor elementals using this spell, you must give them all the same command.\n\nWithout such commands, a minor elemental only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "Use the higher spell slot level wherever the spell's level appears in the stat block.", "target_type": "creature", "range": "60 feet", @@ -2198,7 +2268,8 @@ "desc": "You summon up to 3 creatures from The Dreaming. These creatures use the statistics of a woodland being (detailed below) with certain traits determined by your choice of its type: blink dog, satyr, or sprite. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor woodland being's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.\n\nThe summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple woodland beings using this spell, you must give them all the same command.\n\nWithout such commands, a summoned creature only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "Use the higher spell slot level wherever the spell's level appears in the stat block.", "target_type": "creature", "range": "60 feet", @@ -2229,7 +2300,8 @@ "desc": "You consult an otherworldly entity, risking your very mind in the process. Make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and suffer four levels of strife until you finish a long rest. A _greater restoration_ spell ends this effect.\n\nOn a successful save, you can ask the entity up to 5 questions before the spell ends. When possible the entity responds with one-word answers: yes, no, maybe, never, irrelevant, or unclear. At the Narrator's discretion, it may instead provide a brief but truthful answer when necessary.", "document": "a5esrd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2260,7 +2332,8 @@ "desc": "Your touch inflicts a hideous disease. Make a melee spell attack. On a hit, you afflict the target with a disease chosen from the list below.\n\nThe target must make a Constitution saving throw at the end of each of its turns. After three failed saves, the disease lasts for the duration and the creature stops making saves, or after three successful saves, the creature recovers and the spell ends. A greater restoration spell or similar effect also ends the disease.\n\n* **Blinding Sickness:** The target's eyes turn milky white. It is blinded and has disadvantage on Wisdom checks and saving throws.\n* **Filth Fever:** The target is wracked by fever. It has disadvantage when using Strength for an ability check, attack roll, or saving throw.\n* **Flesh Rot:** The target's flesh rots. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage.\n* **Mindfire:** The target hallucinates. During combat it is confused, and it has disadvantage when using Intelligence for an ability check or saving throw.\n* **Rattling Cough:** The target becomes discombobulated as it hacks with body-wracking coughs. It is rattled and has disadvantage when using Dexterity for an ability check, attack roll, or saving throw.\n* **Slimy Doom:** The target bleeds uncontrollably. It has disadvantage when using Constitution for an ability check or saving throw. Whenever it takes damage, the target is stunned until the end of its next turn.", "document": "a5esrd", "level": 5, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2291,7 +2364,8 @@ "desc": "As part of this spell, cast a spell of 5th-level or lower that has a casting time of 1 action, expending spell slots for both. The second spell must target you, and doesn't target others even if it normally would.\n\nDescribe the circumstances under which the second spell should be cast. It is automatically triggered the first time these circumstances are met. This spell ends when the second spell is triggered, when you cast _contingency_ again, or if the material component for it is not on your person. For example, when you cast _contingency_ with _blur_ as a second spell you might make the trigger be when you see a creature target you with a weapon attack, or you might make it be when you make a weapon attack against a creature, or you could choose for it to be when you see an ally make a weapon attack against a creature.", "document": "a5esrd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2322,7 +2396,8 @@ "desc": "A magical torch-like flame springs forth from the target. The flame creates no heat, doesn't consume oxygen, and can't be extinguished, but it can be covered.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2353,7 +2428,8 @@ "desc": "Water inside the area is yours to command. On the round you cast it, and as an action on subsequent turns until the spell ends, you can choose one of the following effects. When you choose a different effect, the current one ends.\n\n* **Flood:** The standing water level rises by up to 20 feet. The flood water spills onto land if the area includes a shore, but when the area is in a large body of water you instead create a 20-foottall wave. The wave travels across the area and crashes down, carrying Huge or smaller vehicles to the other side, each of which has a 25% chance of capsizing. The wave repeats on the start of your next turn while this effect continues.\n* **Part Water:** You create a 20-foot wide trench spanning the area with walls of water to either side. When this effect ends, the trench slowly refills over the course of the next round.\nRedirect Flow: Flowing water in the area moves in a direction you choose, including up. Once the water moves beyond the spell's area, it resumes its regular flow based on the terrain.\n* **Whirlpool:** If the affected body of water is at least 50 feet square and 25 feet deep, a whirlpool forms within the area in a 50-foot wide cone that is 25 feet long. Creatures and objects that are in the area and within 25 feet of the whirlpool make an Athletics check against your spell save DC or are pulled 10 feet toward it. Once within the whirlpool, checks made to swim out of it have disadvantage. When a creature first enters the whirlpool on a turn or starts its turn there, it makes a Strength saving throw or takes 2d8 bludgeoning damage and is pulled into the center of the whirlpool. On a successful save, the creature takes half damage and isn't pulled.", "document": "a5esrd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -2386,7 +2462,8 @@ "desc": "You must be outdoors to cast this spell, and it ends early if you don't have a clear path to the sky.\n\nUntil the spell ends, you change the weather conditions in the area from what is normal for the current climate and season. Choose to increase or decrease each weather condition (precipitation, temperature, and wind) up or down by one stage on the following tables. Whenever you change the wind, you can also change its direction. The new conditions take effect after 1d4 × 10 minutes, at which point you can change the conditions again. The weather gradually returns to normal when the spell ends.", "document": "a5esrd", "level": 8, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -2417,7 +2494,8 @@ "desc": "A corpse explodes in a poisonous cloud. Each creature in a 10-foot radius of the corpse must make a Constitution saving throw. A creature takes 3d6 thunder damage and is poisoned for 1 minute on a failed save, or it takes half as much damage and is not poisoned on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "You target an additional corpse for every 2 slot levels above 1st.", "target_type": "creature", "range": "60 feet", @@ -2450,7 +2528,8 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd-level or lower, its spell fails and has no effect.\n\nIf it is casting a spell of 3rd-level or higher, make an ability check using your spellcasting ability (DC 10 + the spell's level). On a success, the creature's spell fails and has no effect, but the creature can use its reaction to reshape the fraying magic and cast another spell with the same casting time as the original spell.\n\nThis new spell must be cast at a spell slot level equal to or less than half the original spell slot.", "document": "a5esrd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The interrupted spell has no effect if its level is less than the level of the spell slot used to cast this spell, or if both spells use the same level spell slot an opposed spellcasting ability check is made.", "target_type": "creature", "range": "60 feet", @@ -2481,7 +2560,8 @@ "desc": "Your magic turns one serving of food or water into 3 Supply. The food is nourishing but bland, and the water is clean. After 24 hours uneaten food spoils and water affected or created by this spell goes bad.", "document": "a5esrd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "You create an additional 2 Supply for each slot level above 3rd.", "target_type": "object", "range": "30 feet", @@ -2512,7 +2592,8 @@ "desc": "Choose one of the following.\n\n* **Create Water:** You fill the target with up to 10 gallons of nonpotable water or 1 Supply of clean water. Alternatively, the water falls as rain that extinguishes exposed flames in the area.\n* **Destroy Water:** You destroy up to 10 gallons of water in the target. Alternatively, you destroy fog in the area.", "document": "a5esrd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "For each slot level above 1st, you either create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet.", "target_type": "area", "range": "30 feet", @@ -2543,7 +2624,8 @@ "desc": "This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control.\n\nWhile it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.\n\nThe undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 3 undead you have animated with this spell, rather than animating a new one.", "document": "a5esrd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).", "target_type": "area", "range": "30 feet", @@ -2574,7 +2656,8 @@ "desc": "You weave raw magic into a mundane physical object no larger than a 5-foot cube. The object must be of a form and material you have seen before. Using the object as a material component for another spell causes that spell to fail.\n\nThe spell's duration is determined by the object's material. An object composed of multiple materials uses the shortest duration.", "document": "a5esrd", "level": 5, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "The size of the cube increases by 5 feet for each slot level above 5th.", "target_type": "object", "range": "30 feet", @@ -2605,7 +2688,8 @@ "desc": "Your fist reverberates with destructive energy, and woe betide whatever it strikes. As part of casting the spell, make a melee spell attack against a creature or object within 5 feet. If you hit, the target of your attack takes 7d6 thunder damage, and must make a Constitution saving throw or be knocked prone and stunned until the end of its next turn. This spell's damage is doubled against objects and structures.", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell deals an extra 1d6 of thunder damage for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -2638,7 +2722,8 @@ "desc": "The target regains hit points equal to 1d8 + your spellcasting ability modifier.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The hit points regained increase by 1d8 for each slot level above 1st.", "target_type": "point", "range": "Touch", @@ -2669,7 +2754,8 @@ "desc": "You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.\n\nYou can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell's range.", "document": "a5esrd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -2700,7 +2786,8 @@ "desc": "You create an enchanted flame that surrounds your hand and produces no heat, but sheds bright light in a 20-foot radius around you and dim light for an additional 20 feet. Only you and up to 6 creatures of your choice can see this light.", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2731,7 +2818,8 @@ "desc": "Magical darkness heavily obscures darkvision and blocks nonmagical light in the area. The darkness spreads around corners. If any of the area overlaps with magical light created by a spell of 2nd-level or lower, the spell that created the light is dispelled.\n\nWhen cast on an object that is in your possession or unattended, the darkness emanates from it and moves with it. Completely covering the object with something that is not transparent blocks the darkness.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -2762,7 +2850,8 @@ "desc": "The target gains darkvision out to a range of 60 feet.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The range of the target's darkvision increases to 120 feet. In addition, for each slot level above 3rd you may choose an additional target.", "target_type": "creature", "range": "Touch", @@ -2793,7 +2882,8 @@ "desc": "Magical light fills the area. The area is brightly lit and sheds dim light for an additional 60 feet. If any of the area overlaps with magical darkness created by a spell of 3rd-level or lower, the spell that created the darkness is dispelled.\n\nWhen cast on an object that is in your possession or unattended, the light shines from it and moves with it. Completely covering the object with something that is not transparent blocks the light.", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -2824,7 +2914,8 @@ "desc": "The target object's weight is greatly increased. Any creature holding the object must succeed on a Strength saving throw or drop it. A creature which doesn't drop the object has disadvantage on attack rolls until the start of your next turn as it figures out the object's new balance.\n\nCreatures that attempt to push, drag, or lift the object must succeed on a Strength check against your spell save DC to do so.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2855,7 +2946,8 @@ "desc": "The first time damage would reduce the target to 0 hit points, it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated. The spell ends immediately after either of these conditions occur.", "document": "a5esrd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -2886,7 +2978,8 @@ "desc": "A glowing bead of yellow light flies from your finger and lingers at a point at the center of the area until you end the spell—either because your concentration is broken or because you choose to end it—and the bead detonates. Each creature in the area takes 12d6 fire damage. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.\n\nIf touched before the spell ends, the creature touching the bead makes a Dexterity saving throw or the bead detonates. On a successful save, the creature can use an action to throw the bead up to 40 feet, moving the area with it. If the bead strikes a creature or solid object, the bead detonates.\n\nThe fire spreads around corners, and it damages and ignites any flammable unattended objects in the area.", "document": "a5esrd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 7th.", "target_type": "point", "range": "120 feet", @@ -2919,7 +3012,8 @@ "desc": "You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty, 30-foot-cube chamber made of wood or stone. When the spell ends, the door disappears from both sides, trapping any creatures or objects inside the demiplane.\n\nEach time you cast this spell, you can either create a new demiplane, conjure the door to a demiplane you have previously created, or make a door leading to a demiplane whose nature or contents you are familiar with.", "document": "a5esrd", "level": 8, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2950,7 +3044,8 @@ "desc": "You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature's presence, as well as where the creature is located.\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -2981,7 +3076,8 @@ "desc": "Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "When using a 2nd-level spell slot or higher, the spell no longer requires your concentration. When using a 3rd-level spell slot or higher, the duration increases to 1 hour. When using a 4th-level spell slot or higher, the duration increases to 8 hours.", "target_type": "creature", "range": "30 feet", @@ -3012,7 +3108,8 @@ "desc": "On the round you cast it, and as an action on subsequent turns until the spell ends, you can attempt to sense the presence of poisons, poisonous creatures, and disease by making a Perception check. On a success you identify the type of each poison or disease within range. Typically noticing and identifying a poison or disease is a DC 10 check, but the Narrator may use DC 15 for uncommon afflictions, DC 20 for rare afflictions, or DC 25 for afflictions that are truly unique. On a failed check, this casting of the spell cannot sense that specific poison or disease.\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3043,7 +3140,8 @@ "desc": "On the round you cast it, and as an action on subsequent turns until the spell ends, you can probe a creature's mind to read its thoughts by focusing on one creature you can see within range. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don't speak any languages are unaffected. On a failed save, you learn the creature's surface thoughts —what is most on its mind in that moment. On a successful save, you fail to read the creature's thoughts and can't attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature's thoughts and what it is thinking about may change based on questions verbally directed at it.\n\nOnce you have read a creature's surface thoughts, you can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, you fail to read the creature's deeper thoughts and the spell ends. On a failure, you gain insight into the creature's motivations, emotional state, and something that looms large in its mind.\n\nThe creature then becomes aware you are probing its mind and can use an action to make an Intelligence check contested by your Intelligence check, ending the spell if it succeeds.\n\nAdditionally, you can use an action to scan for thinking creatures within range that you can't see.\n\nOnce you detect the presence of a thinking creature, so long as it remains within range you can attempt to read its thoughts as described above (even if you can't see it).\n\nThe spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "When using a 5th-level spell slot, increase the spell's range to 1 mile. When using a 7th-level spell slot, increase the range to 10 miles.\n\nWhen using a 9th-level spell slot, increase the range to 1, 000 miles.", "target_type": "creature", "range": "30 feet", @@ -3074,7 +3172,8 @@ "desc": "You teleport to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.\n\nYou can bring along objects if their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn't carrying gear beyond its carrying capacity and is within 5 feet.\n\nIf you would arrive in an occupied space the spell fails, and you and any creature with you each take 4d6 force damage.", "document": "a5esrd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "500 feet", @@ -3105,7 +3204,8 @@ "desc": "Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot disguise yourself as a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to appear as a quadruped.\n\nThe disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.", "document": "a5esrd", "level": 1, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "When using a 3rd-level spell slot or higher, this spell functions identically to the seeming spell, except the spell's duration is 10 minutes.", "target_type": "creature", "range": "Self", @@ -3136,7 +3236,8 @@ "desc": "A pale ray emanates from your pointed finger to the target as you attempt to undo it.\n\nThe target takes 10d6 + 40 force damage. A creature reduced to 0 hit points is obliterated, leaving behind nothing but fine dust, along with anything it was wearing or carrying (except magic items). Only true resurrection or a wish spell can restore it to life.\n\nThis spell automatically disintegrates nonmagical objects and creations of magical force that are Large-sized or smaller. Larger objects and creations of magical force have a 10-foot-cube portion disintegrated instead. Magic items are unaffected.", "document": "a5esrd", "level": 6, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The damage increases by 3d6 for each slot level above 6th.", "target_type": "creature", "range": "60 feet", @@ -3169,7 +3270,8 @@ "desc": "A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.\n\nUntil the spell ends, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\n\nYou can end the spell early by using an action to do either of the following.\n\n* **Mental Resistance:** Choose up to 3 friendly creatures within 60 feet. Each of those creatures that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead may make an immediate saving throw with advantage against the condition or possession, ending it on a success.\n* **Retribution:** Make a melee spell attack against a celestial, elemental, fey, fiend, or undead within reach. On a hit, the creature takes 7d8 radiant or necrotic damage (your choice) and is stunned until the beginning of your next turn.", "document": "a5esrd", "level": 5, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "Mental Resistance targets one additional creature for each slot level above 5th, and Retribution's damage increases by 1d8 for each slot level above 5th.", "target_type": "creature", "range": "Self", @@ -3203,7 +3305,8 @@ "desc": "You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher, make an ability check with a DC equal to 10 + the spell's level for each one, ending the effect on a success.", "document": "a5esrd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "You automatically end the effects of a spell on the target if the level of the spell slot used to cast it is equal to or less than the level of the spell slot used to cast dispel magic.", "target_type": "point", "range": "120 feet", @@ -3234,7 +3337,8 @@ "desc": "Your offering and magic put you in contact with the higher power you serve or its representatives.\n\nYou ask a single question about something that will (or could) happen in the next 7 days. The Narrator offers a truthful reply, which may be cryptic or even nonverbal as appropriate to the being in question.\n\nThe reply does not account for possible circumstances that could change the outcome, such as making additional precautions.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 4, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3265,7 +3369,8 @@ "desc": "You imbue divine power into your strikes. Until the spell ends, you deal an extra 1d4 radiant damage with your weapon attacks.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3296,7 +3401,8 @@ "desc": "You utter a primordial imprecation that brings woe upon your enemies. A target suffers an effect based on its current hit points.\n\n* Fewer than 50 hit points: deafened for 1 minute.\n* Fewer than 40 hit points: blinded and deafened for 10 minutes.\n* Fewer than 30 hit points: stunned, blinded, and deafened for 1 hour.\n* Fewer than 20 hit points: instantly killed outright.\n\nAdditionally, when a celestial, elemental, fey, or fiend is affected by this spell it is immediately forced back to its home plane and for 24 hours it is unable to return to your current plane by any means less powerful than a wish spell. Such a creature does not suffer this effect if it is already on its plane of origin.", "document": "a5esrd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3327,7 +3433,8 @@ "desc": "You assert control over the target beast's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 4, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The spell's duration is extended: 5th-level—Concentration (10 minutes), 6th-level—Concentration (1 hour), 7th-level—Concentration (8 hours).", "target_type": "creature", "range": "60 feet", @@ -3358,7 +3465,8 @@ "desc": "You assert control over the target creature's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 8, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The duration is Concentration (8 hours)", "target_type": "creature", "range": "60 feet", @@ -3389,7 +3497,8 @@ "desc": "You assert control over the target humanoid's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 5, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The spell's duration is extended: 6th-level—Concentration (10 minutes), 7th-level —Concentration (1 hour), 8th-level —Concentration (8 hours).", "target_type": "creature", "range": "60 feet", @@ -3420,7 +3529,8 @@ "desc": "You frighten the target by echoing its movements with ominous music and terrifying sound effects. It takes 1d4 psychic damage and becomes frightened of you until the spell ends.\n\nAt the end of each of the creature's turns, it can make another Wisdom saving throw, ending the effect on itself on a success. On a failed save, the creature takes 1d4 psychic damage.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The damage increases by 1d4 for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -3453,7 +3563,8 @@ "desc": "Until the spell ends, you manipulate the dreams of another creature. You designate a messenger, which may be you or a willing creature you touch, to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.\n\nIf the target is sleeping the messenger appears in its dreams and can converse with the target as long as it remains asleep and the spell remains active. The messenger can also manipulate the dream, creating objects, landscapes, and various other sensory sensations. The messenger can choose to end the trance at any time, ending the spell. The target remembers the dream in perfect detail when it wakes. The messenger knows if the target is awake when you cast the spell and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the spell works as described.\n\nYou can choose to let the messenger terrorize the target. The messenger can deliver a message of 10 words or fewer and the target must make a Wisdom saving throw. If you have a portion of the target's body (some hair or a drop of blood) it has disadvantage on its saving throw. On a failed save, echoes of the messenger's fearful aspect create a nightmare that lasts the duration of the target's sleep and prevents it from gaining any benefit from the rest. In addition, upon waking the target suffers a level of fatigue or strife (your choice), up to a maximum of 3 in either condition.\n\nCreatures that don't sleep or don't dream (such as elves) cannot be contacted by this spell.", "document": "a5esrd", "level": 5, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Special", @@ -3484,7 +3595,8 @@ "desc": "You call upon your mastery of nature to produce one of the following effects within range:\n\n* You create a minor, harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example, the effect might create a miniature thunderhead if storms are predicted.\n* You instantly make a plant feature develop, but never to produce Supply. For example, you can cause a flower to bloom or a seed pod to open.\n* You create an instantaneous, harmless sensory effect such as the sound of running water, birdsong, or the smell of mulch. The effect must fit in a 5-foot cube.\n* You instantly ignite or extinguish a candle, torch, smoking pipe, or small campfire.", "document": "a5esrd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3515,7 +3627,8 @@ "desc": "Choose an unoccupied space between you and the source of the attack which triggers the spell. You call forth a pillar of earth or stone (3 feet diameter, 20 feet tall, AC 10, 20 hit points) in that space that provides you with three-quarters cover (+5 to AC, Dexterity saving throws, and ability checks made to hide).", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3546,7 +3659,8 @@ "desc": "You create a seismic disturbance in the spell's area. Until the spell ends, an intense tremor rips through the ground and shakes anything in contact with it.\n\nThe ground in the spell's area becomes difficult terrain as it warps and cracks.\n\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature in contact with the ground in the spell's area must make a Dexterity saving throw or be knocked prone.\n\nAdditionally, any creature that is concentrating on a spell while in contact with the ground in the spell's area must make a Constitution saving throw or lose concentration.\n\nAt the Narrator's discretion, this spell may have additional effects depending on the terrain in the area.\n\n* **Fissures:** Fissures open within the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations you choose. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens makes a Dexterity saving throw or falls in. On a successful save, a creature moves with the fissure's edge as it opens.\n* A structure automatically collapses if a fissure opens beneath it (see below).\n* **Structures:** A structure in contact with the ground in the spell's area takes 50 bludgeoning damage when you cast the spell and again at the start of each of your turns while the spell is active. A structure reduced to 0 hit points this way collapses.\n* Creatures within half the distance of a collapsing structure's height make a Dexterity saving throw or take 5d6 bludgeoning damage, are knocked prone, and are buried in the rubble, requiring a DC 20 Acrobatics or Athletics check as an action to escape. A creature inside (instead of near) a collapsing structure has disadvantage on its saving throw. The Narrator can adjust the DC higher or lower depending on the composition of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", "document": "a5esrd", "level": 8, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "500 feet", @@ -3579,7 +3693,8 @@ "desc": "A black, nonreflective, incorporeal 10-foot cube appears in an unoccupied space that you can see. Its space can be in midair if you so desire. When a creature starts its turn in the cube or enters the cube for the first time on its turn it must make an Intelligence saving throw, taking 5d6 psychic damage on a failed save, or half damage on a success.\n\nAs a bonus action, you can move the cube up to 10 feet in any direction to a space you can see. The cube cannot be made to pass through other creatures in this way.", "document": "a5esrd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -3610,7 +3725,8 @@ "desc": "You bestow a magical enhancement on the target. Choose one of the following effects for the target to receive until the spell ends.\n\n* **Bear's Endurance:** The target has advantage on Constitution checks and it gains 2d6 temporary hit points (lost when the spell ends).\n* **Bull's Strength:** The target has advantage on Strength checks and doubles its carrying capacity.\n* **Cat's Grace:** The target has advantage on Dexterity checks and it reduces any falling damage it takes by 10 unless it is incapacitated.\n* **Eagle's Splendor:** The target has advantage on Charisma checks and is instantly cleaned (as if it had just bathed and put on fresh clothing).\n* **Fox's Cunning:** The target has advantage on Intelligence checks and on checks using gaming sets.\n* **Owl's Wisdom:** The target has advantage on Wisdom checks and it gains darkvision to a range of 30 feet (or extends its existing darkvision by 30 feet).", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "You target one additional creature for each slot level above 2nd.", "target_type": "point", "range": "Touch", @@ -3641,7 +3757,8 @@ "desc": "You cause the target to grow or shrink. An unwilling target may attempt a saving throw to resist the spell.\n\nIf the target is a creature, all items worn or carried by it also change size with it, but an item dropped by the target immediately returns to normal size.\n\n* **Enlarge:** Until the spell ends, the target's size increases by one size category. Its size doubles in all dimensions and its weight increases eightfold. The target also has advantage on Strength checks and Strength saving throws. Its weapons also enlarge, dealing an extra 1d4 damage.\n* **Reduce:** Until the spell ends, the target's size decreases one size category. Its size is halved in all dimensions and its weight decreases to one-eighth of its normal value. The target has disadvantage on Strength checks and Strength saving throws and its weapons shrink, dealing 1d4 less damage (its attacks deal a minimum of 1 damage).", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When using a spell slot of 4th-level, you can cause the target and its gear to increase by two size categories—from Medium to Huge, for example. Until the spell ends, the target's size is quadrupled in all dimensions, multiplying its weight twentyfold. The target has advantage on Strength checks and Strength saving throws. Its weapons also enlarge, dealing an extra 2d4 damage.", "target_type": "creature", "range": "30 feet", @@ -3672,7 +3789,8 @@ "desc": "You animate and enrage a target building that lashes out at its inhabitants and surroundings. As a bonus action you may command the target to open, close, lock, or unlock any nonmagical doors or windows, or to thrash about and attempt to crush its inhabitants. While the target is thrashing, any creature inside or within 30 feet of it must make a Dexterity saving throw, taking 2d10+5 bludgeoning damage on a failed save or half as much on a successful one. When the spell ends, the target returns to its previous state, magically repairing any damage it sustained during the spell's duration.", "document": "a5esrd", "level": 7, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -3703,7 +3821,8 @@ "desc": "Constraining plants erupt from the ground in the spell's area, wrapping vines and tendrils around creatures. Until the spell ends, the area is difficult terrain.\n\nA creature in the area when you cast the spell makes a Strength saving throw or it becomes restrained as the plants wrap around it. A creature restrained in this way can use its action to make a Strength check against your spell save DC, freeing itself on a success.\n\nWhen the spell ends, the plants wither away.", "document": "a5esrd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -3734,7 +3853,8 @@ "desc": "You weave a compelling stream of words that captivates your targets. Any target that can't be charmed automatically succeeds on its saving throw, and targets fighting you or creatures friendly to you have advantage on the saving throw.\n\nUntil the spell ends or a target can no longer hear you, it has disadvantage on Perception checks made to perceive any creature other than you. The spell ends if you are incapacitated or can no longer speak.", "document": "a5esrd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3765,7 +3885,8 @@ "desc": "Until the spell ends or you use an action to end it, you step into the border regions of the Ethereal Plane where it overlaps with your current plane. While on the Ethereal Plane, you can move in any direction, but vertical movement is considered difficult terrain. You can see and hear the plane you originated from, but everything looks desaturated and you can see no further than 60 feet.\n\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures not on the Ethereal Plane can't perceive you unless some special ability or magic explicitly allows them to.\n\nWhen the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you are moved.\n\nThe spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as an Outer Plane.", "document": "a5esrd", "level": 7, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "You can target up to 3 willing creatures within 10 feet (including you) for each slot level above 7th.", "target_type": "creature", "range": "Self", @@ -3796,7 +3917,8 @@ "desc": "Until the spell ends, you're able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action.", "document": "a5esrd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "Your Speed increases by 10 feet for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -3827,7 +3949,8 @@ "desc": "Your eyes become an inky void imbued with fell power. One creature of your choice within 60 feet of you that you can see and that can see you must succeed on a Wisdom saving throw or be afflicted by one of the following effects for the duration. Until the spell ends, on each of your turns you can use an action to target a creature that has not already succeeded on a saving throw against this casting of _eyebite_.\n\n* **Asleep:** The target falls unconscious, waking if it takes any damage or another creature uses an action to rouse it.\n* **Panicked:** The target is frightened of you. On each of its turns, the frightened creature uses its action to take the Dash action and move away from you by the safest and shortest available route unless there is nowhere for it to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\n* **Sickened:** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw, ending this effect on a successful save.", "document": "a5esrd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3858,7 +3981,8 @@ "desc": "You convert raw materials into finished items of the same material. For example, you can fabricate a pitcher from a lump of clay, a bridge from a pile of lumber or group of trees, or rope from a patch of hemp.\n\nWhen you cast the spell, select raw materials you can see within range. From them, the spell fabricates a Large or smaller object (contained within a single 10-foot cube or up to eight connected 5-foot cubes) given a sufficient quantity of raw material. When fabricating with metal, stone, or another mineral substance, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of any objects made with the spell is equivalent to the quality of the raw materials.\n\nCreatures or magic items can't be created or used as materials with this spell. It also may not be used to create items that require highly-specialized craftsmanship such as armor, weapons, clockworks, glass, or jewelry unless you have proficiency with the type of artisan's tools needed to craft such objects.", "document": "a5esrd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -3889,7 +4013,8 @@ "desc": "Each object in a 20-foot cube within range is outlined in light (your choice of color). Any creature in the area when the spell is cast is also outlined unless it makes a Dexterity saving throw. Until the spell ends, affected objects and creatures shed dim light in a 10-foot radius.\n\nAny attack roll against an affected object or creature has advantage. The spell also negates the benefits of invisibility on affected creatures and objects.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -3920,7 +4045,8 @@ "desc": "You conjure a phantasmal watchdog. Until the spell ends, the hound remains in the area unless you spend an action to dismiss it or you move more than 100 feet away from it.\n\nThe hound is invisible except to you and can't be harmed. When a Small or larger creature enters the area without speaking a password you specify when casting the spell, the hound starts barking loudly. The hound sees invisible creatures, can see into the Ethereal Plane, and is immune to illusions.\n\nAt the start of each of your turns, the hound makes a bite attack against a hostile creature of your choice that is within the area, using your spell attack bonus and dealing 4d8 piercing damage on a hit.", "document": "a5esrd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "30 feet", @@ -3951,7 +4077,8 @@ "desc": "You are bolstered with fell energies resembling life, gaining 1d4+4 temporary hit points that last until the spell ends.", "document": "a5esrd", "level": 1, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "Gain an additional 5 temporary hit points for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -3982,7 +4109,8 @@ "desc": "You project a phantasmal image into the minds of each creature in the area showing them what they fear most. On a failed save, a creature becomes frightened until the spell ends and must drop whatever it is holding.\n\nOn each of its turns, a creature frightened by this spell uses its action to take the Dash action and move away from you by the safest available route. If there is nowhere it can move, it remains stationary. When the creature ends its turn in a location where it doesn't have line of sight to you, the creature can repeat the saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 3, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4013,7 +4141,8 @@ "desc": "Magic slows the descent of each target. Until the spell ends, a target's rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target.", "document": "a5esrd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When using a 2nd-level spell slot, targets can move horizontally 1 foot for every 1 foot they descend, effectively gliding through the air until they land or the spell ends.", "target_type": "creature", "range": "60 feet", @@ -4044,7 +4173,8 @@ "desc": "You blast the target's mind, attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage.\n\nOn a failed save, until the spell ends the creature's Intelligence and Charisma scores are both reduced to 1\\. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way, but it is still able to recognize, follow, and even protect its allies.\n\nAt the end of every 30 days, the creature can repeat its saving throw against this spell, ending it on a success.\n\n_Greater restoration_, _heal_, or _wish_ can also be used to end the spell.", "document": "a5esrd", "level": 8, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -4077,7 +4207,8 @@ "desc": "Your familiar, a spirit that takes the form of any CR 0 beast of Small or Tiny size, appears in an unoccupied space within range. It has the statistics of the chosen form, but is your choice of a celestial, fey, or fiend (instead of a beast).\n\nYour familiar is an independent creature that rolls its own initiative and acts on its own turn in combat (but cannot take the Attack action). However, it is loyal to you and always obeys your commands.\n\nWhen the familiar drops to 0 hit points, it vanishes without a trace. Casting the spell again causes it to reappear.\n\nYou are able to communicate telepathically with your familiar when it is within 100 feet. As long as it is within this range, you can use an action to see through your familiar's eyes and hear through its ears until the beginning of your next turn, gaining the benefit of any special senses it has. During this time, you are blind and deaf to your body's surroundings.\n\nYou can use an action to either permanently dismiss your familiar or temporarily dismiss it to a pocket dimension where it awaits your summons. While it is temporarily dismissed, you can use an action to call it back, causing it to appear in any unoccupied space within 30 feet of you.\n\nYou can't have more than one familiar at a time, but if you cast this spell while you already have a familiar, you can cause it to adopt a different form.\n\nFinally, when you cast a spell with a range of Touch and your familiar is within 100 feet of you, it can deliver the spell as if it was the spellcaster. Your familiar must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, use your attack bonus for the spell.", "document": "a5esrd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4108,7 +4239,8 @@ "desc": "You summon a spirit that takes the form of a loyal mount, creating a lasting bond with it. You decide on the steed's appearance, and choose whether it uses the statistics of an elk, giant lizard, panther, warhorse, or wolf (the Narrator may offer additional options.) Its statistics change in the following ways:\n\n* Its type is your choice of celestial, fey, or fiend.\n* Its size is your choice of Medium or Large.\n* Its Intelligence is 6.\n* You can communicate with it telepathically while it's within 1 mile.\n* It understands one language that you speak.\n\nWhile mounted on your steed, when you cast a spell that targets only yourself, you may also target the steed.\n\nWhen you use an action to dismiss the steed, or when it drops to 0 hit points, it temporarily disappears. Casting this spell again resummons the steed, fully healed and with all conditions removed. You can't summon a different steed unless you spend an action to release your current steed from its bond, permanently dismissing it.", "document": "a5esrd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The steed has an additional 20 hit points for each slot level above 2nd. When using a 4th-level spell slot or higher, you may grant the steed either a swim speed or fly speed equal to its base Speed.", "target_type": "point", "range": "30 feet", @@ -4139,7 +4271,8 @@ "desc": "Name a specific, immovable location that you have visited before. If no such location is within range, the spell fails. For the duration, you know the location's direction and distance. While you are traveling there, you have advantage on ability checks made to determine the shortest path.", "document": "a5esrd", "level": 6, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Special", @@ -4170,7 +4303,8 @@ "desc": "This spell reveals whether there is at least one trap within range and within line of sight. You don't learn the number, location, or kind of traps detected. For the purpose of this spell, a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger, such as a pit trap, symbol spell, or alarm bell on a door, but not a natural hazard.", "document": "a5esrd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -4201,7 +4335,8 @@ "desc": "Negative energy wracks the target and deals 7d8 + 30 necrotic damage. A humanoid killed by this spell turns into a zombie at the start of your next turn. It is permanently under your control and follows your spoken commands.", "document": "a5esrd", "level": 7, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "The damage increases by 2d8 for each slot level above 7th.", "target_type": "creature", "range": "60 feet", @@ -4232,7 +4367,8 @@ "desc": "You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited.", "document": "a5esrd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "target_type": "object", "range": "120 feet", @@ -4263,7 +4399,8 @@ "desc": "Until the spell ends, flames envelop your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to end the spell early. Choose one of the following options:\n\n* **Chill Shield:** You have resistance to fire damage. A creature within 5 feet of you takes 2d8 cold damage when it hits you with a melee attack.\n* **Warm Shield:** You have resistance to cold damage. A creature within 5 feet of you takes 2d8 fire damage when it hits you with a melee attack.", "document": "a5esrd", "level": 4, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The duration increases to 1 hour when using a 6th-level spell slot, or 8 hours when using an 8th-level spell slot.", "target_type": "creature", "range": "Self", @@ -4296,7 +4433,8 @@ "desc": "Flames roar, dealing 7d10 fire damage to creatures and objects in the area and igniting unattended flammable objects. If you choose, plant life in the area is unaffected. This spell's area consists of a contiguous group of ten 10-foot cubes in an arrangement you choose, with each cube adjacent to at least one other cube.", "document": "a5esrd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 7th.", "target_type": "creature", "range": "120 feet", @@ -4327,7 +4465,8 @@ "desc": "A fiery mote streaks to a point within range and explodes in a burst of flame. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage.", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", "range": "120 feet", @@ -4360,7 +4499,8 @@ "desc": "A scimitar-shaped blade of fire appears in your hand, lasting for the duration. It disappears if you drop it, but you can use a bonus action to recall it. The blade casts bright light in a 10-foot radius and dim light for another 10 feet. You can use an action to make a melee spell attack with the blade that deals 3d6 fire damage.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d6 for every two slot levels above 2nd.", "target_type": "creature", "range": "Self", @@ -4391,7 +4531,8 @@ "desc": "A column of divine flame deals 4d6 fire damage and 4d6 radiant damage to creatures in the area.", "document": "a5esrd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "Increase either the fire damage or the radiant damage by 1d6 for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -4422,7 +4563,8 @@ "desc": "A 5-foot-diameter sphere of fire appears within range, lasting for the duration. It casts bright light in a 20-foot radius and dim light for another 20 feet, and ignites unattended flammable objects it touches.\n\nYou can use a bonus action to move the sphere up to 30 feet. It can jump over pits 10 feet wide or obstacles 5 feet tall. If you move the sphere into a creature, the sphere ends its movement for that turn and the creature makes a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. A creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw against the sphere's damage.", "document": "a5esrd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 2nd.", "target_type": "object", "range": "60 feet", @@ -4453,7 +4595,8 @@ "desc": "The target becomes restrained as it begins to turn to stone. On a successful saving throw, the target is instead slowed until the end of its next turn and the spell ends.\n\nA creature restrained by this spell makes a second saving throw at the end of its turn. On a success, the spell ends. On a failure, the target is petrified for the duration. If you maintain concentration for the maximum duration of the spell, this petrification is permanent.\n\nAny pieces removed from a petrified creature are missing when the petrification ends.", "document": "a5esrd", "level": 6, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "Target one additional creature when you cast this spell with an 8th-level spell slot.", "target_type": "creature", "range": "60 feet", @@ -4484,7 +4627,8 @@ "desc": "You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell's duration, the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.", "document": "a5esrd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "Target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -4515,7 +4659,8 @@ "desc": "A metallic disc made of force, 3 feet in diameter and hovering 3 feet off the ground, appears within range. It can support up to 500 pounds. If it is overloaded, or if you move more than 100 feet away from it, the spell ends. You can end the spell as an action. While it is not carrying anything, you can use a bonus action to teleport the disk to an unoccupied space within range.\n\nWhile you are within 20 feet of the disk, it is immobile. If you move more than 20 feet away, it tries to follow you, remaining 20 feet away. It can traverse stairs, slopes, and obstacles up to 3 feet high.\n\nAdditionally, you can ride the disc, spending your movement on your turn to move the disc up to 30 feet (following the movement rules above).\n\nMoving the disk in this way is just as tiring as walking for the same amount of time.", "document": "a5esrd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you use a 3rd-level spell slot, either the spell's duration increases to 8 hours or the disk's diameter is 10 feet, it can support up to 2, 000 pounds, and it can traverse obstacles up to 10 feet high. When you use a 6th-level spell slot, the disk's diameter is 20 feet, it can support up to 16, 000 pounds, and it can traverse obstacles up to 20 feet high.", "target_type": "point", "range": "30 feet", @@ -4546,7 +4691,8 @@ "desc": "The target gains a flying speed of 60 feet. When the spell ends, the target falls if it is off the ground.", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "Target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -4577,7 +4723,8 @@ "desc": "You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour).", "document": "a5esrd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The spell's radius increases by 20 feet for each slot level above 1st.", "target_type": "area", "range": "120 feet", @@ -4608,7 +4755,8 @@ "desc": "You protect the target area against magical travel. Creatures can't teleport into the area, use a magical portal to enter it, or travel into it from another plane of existence, such as the Astral or Ethereal Plane. The spell's area can't overlap with another _forbiddance_ spell.\n\nThe spell damages specific types of trespassing creatures. Choose one or more of celestials, elementals, fey, fiends, and undead. When a chosen creature first enters the area on a turn or starts its turn there, it takes 5d10 radiant or necrotic damage (your choice when you cast the spell). You may designate a password. A creature speaking this password as it enters takes no damage from the spell.\n\nAfter casting this spell on the same area for 30 consecutive days it becomes permanent until dispelled. This final casting to make the spell permanent consumes its material components.", "document": "a5esrd", "level": 6, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Touch", @@ -4642,7 +4790,8 @@ "desc": "Your iron resolve allows you to withstand an attack. The damage you take from the triggering attack is reduced by 2d10 + your spellcasting ability modifier.", "document": "a5esrd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The damage is reduced by an additional 1d10 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -4673,7 +4822,8 @@ "desc": "Make a melee spell attack. On a hit, the target takes 3d8 force damage.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -4706,7 +4856,8 @@ "desc": "An opaque cube of banded force surrounds the area, preventing any matter or spells from passing through it, though creatures can breathe inside it. Creatures that make a Dexterity saving throw and creatures that are only partially inside the area are pushed out of the area. Any other creature is trapped and can't leave by nonmagical means. The cage also traps creatures on the Ethereal Plane, and can only be destroyed by being dealt at least 25 force damage at once or by a _dispel magic_ spell cast using an 8th-level or higher spell slot.\n\nIf a trapped creature tries to teleport or travel to another plane, it makes a Charisma saving throw. On a failure, the attempt fails and the spell or effect is wasted.", "document": "a5esrd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell's area increases to a 20-foot cube when using a 9th-level spell slot.", "target_type": "area", "range": "120 feet", @@ -4737,7 +4888,8 @@ "desc": "You impart the ability to see flashes of the immediate future. The target can't be surprised and has advantage on ability checks, attack rolls, and saving throws. Other creatures have disadvantage on attack rolls against the target.", "document": "a5esrd", "level": 9, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4768,7 +4920,8 @@ "desc": "While casting and concentrating on this spell, you enter a deep trance and awaken an army of trees and plants within range. These plants rise up under your control as a grove swarm and act on your initiative. Although you are in a trance and deaf and blind with regard to your own senses, you see and hear through your grove swarm's senses. You can command your grove swarm telepathically, ordering it to advance, attack, or retreat. If the grove swarm enters your space, you can order it to carry you.\n\nIf you take any action other than continuing to concentrate on this spell, the spell ends and the trees and plants set down roots wherever they are currently located.", "document": "a5esrd", "level": 9, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -4799,7 +4952,8 @@ "desc": "The target ignores difficult terrain. Spells and magical effects can't reduce its speed or cause it to be paralyzed or restrained. It can spend 5 feet of movement to escape from nonmagical restraints or grapples. The target's movement and attacks aren't penalized from being underwater.", "document": "a5esrd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When using a 6th-level spell slot the duration is 8 hours. When using an 8th-level spell slot the duration is 24 hours.", "target_type": "creature", "range": "Touch", @@ -4830,7 +4984,8 @@ "desc": "A freezing globe streaks to a point within range and explodes, dealing 10d6 cold damage to creatures in the area. Liquid in the area is frozen to a depth of 6 inches for 1 minute. Any creature caught in the ice can use an action to make a Strength check against your spell save DC to escape.\n\nInstead of firing the globe, you can hold it in your hand. If you handle it carefully, it won't explode until a minute after you cast the spell. At any time, you or another creature can strike the globe, throw it up to 60 feet, or use it as a slingstone, causing it to explode on impact.", "document": "a5esrd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 6th.", "target_type": "point", "range": "120 feet", @@ -4861,7 +5016,8 @@ "desc": "Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.", "document": "a5esrd", "level": 0, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -4892,7 +5048,8 @@ "desc": "The target, along with anything it's wearing and carrying, becomes a hovering, wispy cloud. In this form, it can't attack, use or drop objects, talk, or cast spells.\n\nAs a cloud, the target's base Speed is 0 and it gains a flying speed of 10 feet. It can enter another creature's space, and can pass through small holes and cracks, but not through liquid. It is resistant to nonmagical damage, has advantage on Strength, Dexterity, and Constitution saving throws, and can't fall.\n\nThe spell ends if the creature drops to 0 hit points.", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The target's fly speed increases by 10 feet for each slot level above 3rd.", "target_type": "object", "range": "Touch", @@ -4923,7 +5080,8 @@ "desc": "You create a magic portal, a door between a space you can see and a specific place on another plane of existence. Each portal is a one-sided circular opening from 5 to 25 feet in diameter. Entering either portal transports you to the portal on the other plane. Deities and other planar rulers can prevent portals from opening in their domains.\n\nWhen you cast this spell, you can speak the true name of a specific creature (not its nickname or title). If that creature is on another plane, the portal opens next to it and draws it through to your side of the portal. This spell gives you no power over the creature, and it might choose to attack you, leave, or listen to you.", "document": "a5esrd", "level": 9, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4954,7 +5112,8 @@ "desc": "You give a command to a target which can understand you. It becomes charmed by you.\n\nWhile charmed in this way, it takes 5d10 psychic damage the first time each day that it disobeys your command. Your command can be any course of action or inaction that wouldn't result in the target's death. The spell ends if the command is suicidal or you use an action to dismiss the spell. Alternatively, a _remove curse_, _greater restoration_, or _wish_ spell cast on the target using a spell slot at least as high as the slot used to cast this spell also ends it.", "document": "a5esrd", "level": 5, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The spell's duration is 1 year when using a 7th-level spell slot, or permanent until dispelled when using a 9th-level spell slot.", "target_type": "creature", "range": "60 feet", @@ -4987,7 +5146,8 @@ "desc": "The target can't become undead and doesn't decay. Days spent under the influence of this spell don't count towards the time limit of spells which raise the dead.", "document": "a5esrd", "level": 2, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "The spell's duration is 1 year when using a 3rd-level spell slot, or permanent until dispelled when using a 4th-level spell slot.", "target_type": "creature", "range": "Touch", @@ -5018,7 +5178,8 @@ "desc": "You transform insects and other vermin into monstrous versions of themselves. Until the spell ends, up to 3 spiders become giant spiders, 2 ants become giant ants, 2 crickets or mantises become ankhegs, a centipede becomes a giant centipede, or a scorpion becomes a giant scorpion. The spell ends for a creature when it dies or when you use an action to end the effect on it.\n\nWhile it is within 60 feet you can use a bonus action to mentally command the insects. When you command multiple insects using this spell, you may simultaneously give them all the same command.", "document": "a5esrd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The spell's duration is 1 hour when using a 5th-level spell slot, or 8 hours when using a 6th-level spell slot.", "target_type": "creature", "range": "30 feet", @@ -5049,7 +5210,8 @@ "desc": "When you make a Charisma check, you can replace the number you rolled with 15\\. Also, magic that prevents lying has no effect on you, and magic cannot determine that you are lying.", "document": "a5esrd", "level": 8, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5080,7 +5242,8 @@ "desc": "An immobile, glimmering sphere forms around you. Any spell of 5th-level or lower cast from outside the sphere can't affect anything inside the sphere, even if it's cast with a higher level spell slot. Targeting something inside the sphere or including the globe's space in an area has no effect on anything inside.", "document": "a5esrd", "level": 6, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The barrier blocks spells of one spell slot level higher for each slot level above 6th.", "target_type": "area", "range": "Self", @@ -5111,7 +5274,8 @@ "desc": "You trace a glyph on the target. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.\n\nDescribe the actions a creature must perform to trigger the spell, such as approaching within a certain distance, opening or touching the object the glyph is inscribed on, or seeing or reading the glyph. The creature must have a clear path to the glyph to trigger it. You can specify certain creatures which don't trigger the spell, such as those with a certain appearance or those who speak a certain phrase. Once the glyph is triggered, the spell ends.\n\nWhen you cast the spell, choose Explosive Runes or Spell Glyph.\n\n* **Explosive Runes:** When triggered, the glyph explodes. Creatures in a 20-foot radius sphere make a Dexterity saving throw or take 5d8 acid, cold, fire, lightning, or thunder damage (your choice when you cast the spell), or half damage on a successful save. The explosion spreads around corners.\n* **Spell Glyph:** You store a spell of 3rd-level or lower as part of creating the glyph, expending its spell slot. The stored spell must target a single creature or area with a non-beneficial effect and it is cast when the glyph is triggered. A spell that targets a creature targets the triggering creature. A spell with an area is centered on the targeting creature. A creation or conjuration spell affects an area next to that creature, and targets it with any harmful effects. Spells requiring concentration last for their full duration.", "document": "a5esrd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The cost of the material component increases by 200 gold for each slot level above 3rd. For Explosive Runes, the damage increases by 1d8 for each slot level above 3rd, and for Spell Glyph you can store a spell of up to the same level as the spell slot used to cast glyph of warding.", "target_type": "creature", "range": "Touch", @@ -5142,7 +5306,8 @@ "desc": "You transform the components into 2d4 berries.\n\nFor the next 24 hours, any creature that consumes one of these berries regains 1 hit point. Eating or administering a berry is an action. The berries do not provide any nourishment or sate hunger.", "document": "a5esrd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "You create 1d4 additional berries for every 2 slot levels above 1st.", "target_type": "creature", "range": "Touch", @@ -5173,7 +5338,8 @@ "desc": "You cause a message in Druidic to appear on a tree or plant within range which you have seen before.\n\nYou can cast the spell again to erase the message.", "document": "a5esrd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "100 miles", @@ -5204,7 +5370,8 @@ "desc": "Grease erupts from a point that you can see within range and coats the ground in the area, turning it into difficult terrain until the spell ends.\n\nWhen the grease appears, each creature within the area must succeed on a Dexterity saving throw or fall prone. A creature that enters or ends its turn in the area must also succeed on a Dexterity saving throw or fall prone.", "document": "a5esrd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -5235,7 +5402,8 @@ "desc": "The target is invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession.", "document": "a5esrd", "level": 4, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5266,7 +5434,8 @@ "desc": "Healing energy rejuvenates a creature you touch and undoes a debilitating effect. You can remove one of:\n\n* a level of fatigue.\n* a level of strife.\n* a charm or petrification effect.\n* a curse or cursed item attunement.\n* any reduction to a single ability score.\n* an effect that has reduced the target's hit point maximum.", "document": "a5esrd", "level": 5, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5297,7 +5466,8 @@ "desc": "A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. This guardian occupies that space and is indistinct except for a gleaming sword and sheild emblazoned with the symbol of your deity.\n\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "document": "a5esrd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5330,7 +5500,8 @@ "desc": "You create wards that protect the target area. Each warded area has a maximum height of 20 feet and can be shaped. Several stories of a stronghold can be warded by dividing the area among them if you can walk from one to the next while the spell is being cast.\n\nWhen cast, you can create a password that can make a creature immune to these effects when it is spoken aloud. You may also specify individuals that are unaffected by any or all of the effects that you choose.\n\n_Guards and wards_ creates the following effects within the area of the spell.\n\n* **_Corridors:_** Corridors are heavily obscured with fog. Additionally, creatures that choose between multiple passages or branches have a 50% chance to unknowingly choose a path other than the one they meant to choose.\n* **_Doors:_** Doors are magically locked as if by an _arcane lock_ spell. Additionally, you may conceal up to 10 doors with an illusion as per the illusory object component of the _minor illusion_ spell to make the doors appear as unadorned wall sections.\n* **_Stairs:_** Stairs are filled from top to bottom with webs as per the _web_ spell. Until the spell ends, the webbing strands regrow 10 minutes after they are damaged or destroyed.\n\nIn addition, one of the following spell effects can be placed within the spell's area.\n\n* _Dancing lights_ can be placed in 4 corridors and you can choose for them to repeat a simple sequence.\n* _Magic mouth_ spells can be placed in 2 locations.\n_Stinking clouds_ can be placed in 2 locations.\n\nThe clouds return after 10 minutes if dispersed while the spell remains.\n* A _gust of wind_ can be placed in a corridor or room.\n* Pick a 5-foot square. Any creature that passes through it subjected to a _suggestion_ spell, hearing the suggestion mentally.\n\nThe entirety of the warded area radiates as magic. Each effect must be targeted by separate dispel magic spells to be removed.\n\nThe spell can be made permanent by recasting the spell every day for a year.", "document": "a5esrd", "level": 6, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Touch", @@ -5361,7 +5532,8 @@ "desc": "The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.", "document": "a5esrd", "level": 0, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5392,7 +5564,8 @@ "desc": "A bolt of light erupts from your hand. Make a ranged spell attack against the target. On a hit, you deal 4d6 radiant damage and the next attack roll made against the target before the end of your next turn has advantage.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 1st.", "target_type": "creature", "range": "120 feet", @@ -5423,7 +5596,8 @@ "desc": "A torrent of wind erupts from your hand in a direction you choose. Each creature that starts its turn in the area or moves into the area must succeed on a Strength saving throw or be pushed 15 feet from you in the direction of the line.\n\nAny creature in the area must spend 2 feet of movement for every foot moved when trying to approach you.\n\nThe blast of wind extinguishes small fires and disperses gas or vapor.\n\nYou can use a bonus action to change the direction of the gust.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5454,7 +5628,8 @@ "desc": "You imbue the area with divine power, bolstering some creatures and hindering others. Celestials, elementals, fey, fiends, and undead cannot enter the area. They are also incapable of charming, frightening, or possessing another creature within the area. Any such effects end on a creature that enters the area. When casting, you may exclude one or more creature types from this effect.\n\nAdditionally, you may anchor additional magical effects to the area. Choose one effect from the list below (the Narrator may also offer specific effects).\n\nSome effects apply to creatures. You may choose to affect all creatures, creatures of a specific type, or those that follow a specific leader or deity. Creatures make a Charisma saving throw when the spell is cast, when they enter the area for the first time on a turn, or if they end their turn within the area. On a successful save, a creature is immune to the effect until it leaves the area.\n\n* **Courage:** Creatures in the area cannot be frightened.\n* **Darkness:** The area is filled by darkness, and normal light sources or sources from a lower level spell slot are smothered within it.\n* **Daylight:** The area is filled with bright light, dispelling magical darkness created by spells of a lower level spell slot.\n* **Energy Protection:** Creatures in the area gain resistance against a damage type of your choice (excepting bludgeoning, piercing, or slashing).\n* **Energy Vulnerability:** Creatures in the area gain vulnerability against a damage type of your choice (excepting bludgeoning, piercing, or slashing).\n* **Everlasting Rest:** Dead bodies laid to rest in the area cannot be turned into undead by any means.\n* **Extradimensional Interference:** Extradimensional movement or travel is blocked to and from the area, including all teleportation effects.\n* **Fear**: Creatures are frightened while within the area.\n* **Silence:** No sound can enter or emanate from the area.\n* **Tongues:** Creatures within the area can freely communicate with one another whether they share a language or not.", "document": "a5esrd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Touch", @@ -5485,7 +5660,8 @@ "desc": "You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.\n\nOnly the visual, auditory, and olfactory components of the terrain are changed. Any creature that enters or attempts to interact with the illusion feels the real terrain below. If given sufficient reason, a creature may make an Investigation check against your spell save DC to disbelieve it. On a successful save, the creature sees the illusion superimposed over the actual terrain.", "document": "a5esrd", "level": 4, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "The spell targets an additional 50-foot cube for each slot level above 4th.", "target_type": "area", "range": "300 feet", @@ -5516,7 +5692,8 @@ "desc": "You assail a target with an agonizing disease. The target takes 14d6 necrotic damage. If it fails its saving throw its hit point maximum is reduced by an amount equal to the damage taken for 1 hour or until the disease is magically cured. This spell cannot reduce a target to less than 1 hit point.", "document": "a5esrd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "Increase the damage by 2d6 for each slot level above 6th.", "target_type": "point", "range": "60 feet", @@ -5549,7 +5726,8 @@ "desc": "You harmonize with the rhythm of those around you until you're perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the outcome is determined.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5580,7 +5758,8 @@ "desc": "Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains one additional action on each of its turns. This action can be used to make a single weapon attack, or to take the Dash, Disengage, Hide, or Use an Object action.\n\nWhen the spell ends, the target is tired and cannot move or take actions until after its next turn.", "document": "a5esrd", "level": 3, - "school": "Transformation", + "school_old": "Transformation", + "school": "evocation", "higher_level": "Target one additional creature for each slot level above 3rd. All targets of this spell must be within 30 feet of each other.", "target_type": "object", "range": "30 feet", @@ -5611,7 +5790,8 @@ "desc": "A torrent of healing energy suffuses the target and it regains 70 hit points. The spell also ends blindness, deafness, and any diseases afflicting the target.", "document": "a5esrd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The hit points regained increase by 10 for each slot level above 6th.", "target_type": "point", "range": "60 feet", @@ -5642,7 +5822,8 @@ "desc": "Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The hit points regained increase by 1d4 for each slot level above 1st.", "target_type": "point", "range": "60 feet", @@ -5673,7 +5854,8 @@ "desc": "You magically replace your heart with one forged on the second layer of Hell. While the spell lasts, you are immune to fear and can't be poisoned, and you are immune to fire and poison damage. You gain resistance to cold damage, as well as to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. You have advantage on saving throws against spells and other magical effects. Finally, while you are conscious, any creature hostile to you that starts its turn within 20 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn. On a success, the creature is immune to the effect for 24 hours.\n\nCasting this spell magically transports your mortal heart to the lair of one of the lords of Hell. The heart returns to your body when the spell ends. If you die while under the effects of this spell, you can't be brought back to life until your original heart is retrieved.", "document": "a5esrd", "level": 8, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Self", @@ -5704,7 +5886,8 @@ "desc": "The target becomes oven hot. Any creature touching the target takes 2d8 fire damage when the spell is cast. Until the spell ends, on subsequent turns you can use a bonus action to inflict the same damage. If a creature is holding or wearing the target and suffers damage, it makes a Constitution saving throw or it drops the target. If a creature does not or cannot drop the target, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -5737,7 +5920,8 @@ "desc": "The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus. Consuming the food takes 1 hour and leaves a creature feeling nourished—it immediately makes a saving throw with advantage against any disease or poison it is suffering from, and it is cured of any effect that frightens it.\n\nFor up to 24 hours afterward the feast's participants have advantage on Wisdom saving throws, advantage on saving throws made against disease and poison, resistance against damage from poison and disease, and each increases its hit point maximum by 2d10.", "document": "a5esrd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5768,7 +5952,8 @@ "desc": "The target's spirit is bolstered. Until the spell ends, the target gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns and it cannot be frightened. Any temporary hit points remaining are lost when the spell ends.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "Target one additional creature for each slot level above 1st.", "target_type": "point", "range": "Touch", @@ -5799,7 +5984,8 @@ "desc": "The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter. The target falls prone, becomes incapacitated, and cannot stand.\n\nUntil the spell ends, at the end of each of the target's turns and when it suffers damage, the target may attempt another saving throw (with advantage if triggered by damage). On a successful save, the spell ends.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "Target an additional creature within 30 feet of the original for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -5830,7 +6016,8 @@ "desc": "The target is paralyzed. At the end of each of its turns, the target makes another saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 5, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "Target an additional creature within 30 feet of the first target for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -5861,7 +6048,8 @@ "desc": "The target is paralyzed. At the end of each of its turns, the target makes another saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "Target an additional creature within 30 feet of the first target for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -5892,7 +6080,8 @@ "desc": "Holy radiance emanates from you and fills the area. Targets shed dim light in a 5-foot radius and have advantage on saving throws. Attacks made against a target have disadvantage. When a fiend or undead hits a target, the aura erupts into blinding light, forcing the attacker to make a Constitution saving throw or be blinded until the spell ends.", "document": "a5esrd", "level": 8, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -5923,7 +6112,8 @@ "desc": "You conjure a swirling pattern of twisting hues that roils through the air, appearing for a moment and then vanishing. Creatures in the area that can perceive the pattern make a Wisdom saving throw or become charmed. A creature charmed by this spell becomes incapacitated and its Speed is reduced to 0.\n\nThe effect ends on a creature when it takes damage or when another creature uses an action to shake it out of its daze.", "document": "a5esrd", "level": 3, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -5954,7 +6144,8 @@ "desc": "A bombardment of jagged ice erupts throughout the target area. All creatures in the area take 2d8 bludgeoning damage and 4d6 cold damage. Large chunks of ice turn the area into difficult terrain until the end of your next turn.", "document": "a5esrd", "level": 4, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The bludgeoning damage increases by 1d8 for each slot level above 4th.", "target_type": "area", "range": "300 feet", @@ -5985,7 +6176,8 @@ "desc": "You learn the target item's magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.\n\nAlternatively, you learn any spells that are currently affecting a targeted creature.\n\nWhat this spell can reveal is at the Narrator's discretion, and some powerful and rare magics are immune to identify.", "document": "a5esrd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6016,7 +6208,8 @@ "desc": "You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other creatures view the message as writing in an unknown or unintelligible magical script or a different message. If you choose to create another message, you can change the handwriting and the language that the message is written in, though you must know the language in question.\n\nIf the spell is dispelled, both the message and its illusory mask disappear.\n\nThe true message can be perceived by any creature with truesight.", "document": "a5esrd", "level": 1, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6047,7 +6240,8 @@ "desc": "You utter the target's name and attempt to bind them for eternity. On a successful save, a target is immune to any future attempts by you to cast this spell on it. On a failed save, choose from one of the forms of bindings below (each lasts until the spell ends).\n\n* **Burial:** The target is buried deep below the surface of the earth in a tomb just large enough to contain it. Nothing can enter the tomb. No teleportation or planar travel can be used to enter, leave, or affect the tomb or its contents. A small mithral orb is required for this casting.\n* **Chaining:** Chains made of unbreakable material erupt from the ground and root the target in place. The target is restrained and cannot be moved by any means. A small adamantine chain is required for this casting.\n* **Hedged Prison:** The target is imprisoned in a maze-like demiplane of your choosing, such as a labyrinth, a cage, a tower, a hedge maze, or any similar structure you desire. The demiplane is warded against teleportation and planar travel. A small jade representation of the demiplane is required for this casting.\n* **Minimus Containment:** The target shrinks to just under an inch and is imprisoned inside a gemstone, crystal, jar, or similar object. Nothing but light can pass in and out of the vessel, and it cannot be broken, cut, or otherwise damaged. The special component for this effect is whatever prison you wish to use.\n* **Slumber:** The target is plunged into an unbreakable slumber and cannot be awoken. Special soporific draughts are required for this casting.\n\nThe target does not need sustenance or air, nor does it age. No divination spells of any sort can be used to reveal the target's location.\n\nWhen cast, you must specify a condition that will cause the spell to end and release the target. This condition must be based on some observable action or quality and not related to mechanics like level, hitpoints, or class, and the Narrator must agree to it.\n\nA dispel magic only dispels an _imprisonment_ if it is cast using a 9th-level spell slot and targets the prison or the special component used to create the prison.\n\nEach casting that uses the same spell effect requires its own special component. Repeated castings with the same component free the prior occupant.", "document": "a5esrd", "level": 9, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6078,7 +6272,8 @@ "desc": "A cloud of burning embers, smoke, and roiling flame appears within range. The cloud heavily obscures its area, spreading around corners and through cracks. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much on a successful one.\n\nThe cloud can be dispelled by a wind of at least 10 miles per hour. After it is cast, the cloud moves 10 feet away from you in a direction that you choose at the start of each of your turns.", "document": "a5esrd", "level": 8, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -6109,7 +6304,8 @@ "desc": "You infect your target with an arcane disease. At any time after you cast this spell, as long as you are on the same plane of existence as the target, you can use an action to deal 7d10 necrotic damage to the target. If this damage would reduce the target to 0 hit points, you can choose to leave it with 1 hit point.\n\nAs part of dealing the damage, you may expend a 7th-level spell slot to sustain the disease. Otherwise, the spell ends. The spell ends when you die.\n\nCasting remove curse, greater restoration, or heal on the target allows the target to make a Constitution saving throw against the disease. Otherwise the disease can only be cured by a wish spell.", "document": "a5esrd", "level": 7, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 7th.", "target_type": "point", "range": "60 feet", @@ -6140,7 +6336,8 @@ "desc": "A weapon formed from the essence of Hell appears in your hands. You must use two hands to wield the weapon. If you let go of the weapon, it disappears and the spell ends.\n\nWhen you cast the spell, choose either a flame fork or ice spear. While the spell lasts, you can use an action to make a melee spell attack with the weapon against a creature within 10 feet of you.\n\nOn a hit, you deal 5d8 damage of a type determined by the weapon's form. On a critical hit, you inflict an additional effect.\n\nIn addition, on a hit with the infernal weapon, you can end the spell early to inflict an automatic critical hit.\n\n**Flame Fork.** The weapon deals fire damage.\n\nOn a critical hit, the target catches fire, taking 2d6 ongoing fire damage.\n\n**Ice Spear.** The weapon deals cold damage. On a critical hit, for 1 minute the target is slowed.\n\nAt the end of each of its turns a slowed creature can make a Constitution saving throw, ending the effect on itself on a success.\n\nA creature reduced to 0 hit points by an infernal weapon immediately dies in a gruesome fashion.\n\nFor example, a creature killed by an ice spear might freeze solid, then shatter into a thousand pieces. Each creature of your choice within 60 feet of the creature and who can see it when it dies must make a Wisdom saving throw. On a failure, a creature becomes frightened of you until the end of your next turn.", "document": "a5esrd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6171,7 +6368,8 @@ "desc": "You impart fell energies that suck away the target's life force, making a melee spell attack that deals 3d10 necrotic damage.", "document": "a5esrd", "level": 1, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -6202,7 +6400,8 @@ "desc": "A roiling cloud of insects appears, biting and stinging any creatures it touches. The cloud lightly obscures its area, spreads around corners, and is considered difficult terrain. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Constitution saving throw, taking 4d10 piercing damage on a failed save, or half as much on a successful one.", "document": "a5esrd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", "range": "300 feet", @@ -6233,7 +6432,8 @@ "desc": "Until the spell ends, a mystical bond connects the target and the precious stone used to cast this spell.\n\nAny time after, you may crush the stone and speak the name of the item, summoning it instantly into your hand no matter the physical, metaphysical, or planar distances involved, at which point the spell ends. If another creature is holding the item when the stone is crushed, the item is not summoned to you. Instead, the spell grants you the knowledge of who possesses it and a general idea of the creature's location.\n\nEach time you cast this spell, you must use a different precious stone.\n\nDispel magic or a similar effect targeting the stone ends the spell.", "document": "a5esrd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -6264,7 +6464,8 @@ "desc": "You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell, whenever the target deals damage with an unarmed strike or natural weapon, it deals 1d4 extra damage.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you cast this spell with a 3rd-level spell slot, the extra damage increases from 1d4 to 1d6\\. When you cast this spell with a 5th-level spell slot, the extra damage increases to 1d8.\n\nWhen you cast this spell with a 7th-level spell slot, the extra damage increases to 1d10.", "target_type": "creature", "range": "Touch", @@ -6295,7 +6496,8 @@ "desc": "You wreathe a creature in an illusory veil, making it invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession. The spell's effects end for a target that attacks or casts a spell.", "document": "a5esrd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "Target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -6326,7 +6528,8 @@ "desc": "You murmur a tune that takes root in the target's mind until the spell ends, forcing it to caper, dance, and shuffle. At the start of each of its turns, the dancing target must use all of its movement to dance in its space, and it has disadvantage on attack rolls and saving throws. Attacks made against the target have advantage. On each of its turns, the target can use an action to repeat the saving throw, ending the spell on a successful save.", "document": "a5esrd", "level": 6, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "Target one additional creature within 30 feet for each slot level above 6th.", "target_type": "creature", "range": "30 feet", @@ -6357,7 +6560,8 @@ "desc": "You imbue a target with the ability to make impossible leaps. The target's jump distances increase 15 feet vertically and 30 feet horizontally.", "document": "a5esrd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "Each of the target's jump distances increase by 5 feet for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -6388,7 +6592,8 @@ "desc": "Make a check against the DC of a lock or door using your spell attack bonus. On a success, you unlock or open the target with a loud metallic clanging noise easily audible at up to 300 feet. In addition, any traps on the object are automatically triggered. An item with multiple locks requires multiple castings of this spell to be opened.\n\nWhen you target an object held shut by an arcane lock, that spell is suppressed for 10 minutes, allowing the object to be opened and shut normally during that time.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The level of the arcane lock you can suppress increases by 1 for each slot level above 3rd. In addition, if the level of your knock spell is 2 or more levels higher than that of the arcane lock, you may dispel the arcane lock instead of suppressing it.", "target_type": "object", "range": "Touch", @@ -6419,7 +6624,8 @@ "desc": "You learn significant information about the target. This could range from the most up-todate research, lore forgotten in old tales, or even previously unknown information. The spell gives you additional, more detailed information if you already have some knowledge of the target. The spell will not return any information for items not of legendary renown.\n\nThe knowledge you gain is always true, but may be obscured by metaphor, poetic language, or verse.\n\nIf you use the spell for a cursed tome, for instance, you may gain knowledge of the dire words spoken by its creator as they brought it into the world.", "document": "a5esrd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "Your intuition surrounding the target is enhanced and you gain advantage on one Investigation check regarding it for each slot level above 6th.", "target_type": "creature", "range": "Self", @@ -6450,7 +6656,8 @@ "desc": "Your body melts into a humanoid-shaped mass of liquid flesh. Each creature within 5 feet of you that can see the transformation must make a Wisdom saving throw. On a failure, the creature can't take reactions and is frightened of you until the start of its next turn. Until the end of your turn, your Speed becomes 20 feet, you can't speak, and you can move through spaces as narrow as 1 inch wide without squeezing. You revert to your normal form at the end of your turn.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6481,7 +6688,8 @@ "desc": "Your glowing hand removes one disease or condition affecting the target. Choose from blinded, deafened, paralyzed, or poisoned. At the Narrator's discretion, some diseases might not be curable with this spell.", "document": "a5esrd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6512,7 +6720,8 @@ "desc": "Until the spell ends, the target rises vertically in the air up to 20 feet and remains floating there, able to move only by pushing or pulling on fixed objects or surfaces within its reach. This allows the target to move as if it was climbing.\n\nOn subsequent turns, you can use your action to alter the target's altitude by up to 20 feet in either direction so long as it remains within range. If you have targeted yourself you may move up or down as part of your movement.\n\nThe target floats gently to the ground if it is still in the air when the spell ends.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When using a 5th-level spell slot the target can levitate or come to the ground at will. When using a 7th-level spell slot its duration increases to 1 hour and it no longer requires concentration.", "target_type": "object", "range": "60 feet", @@ -6543,7 +6752,8 @@ "desc": "Until the spell ends, the target emits bright light in a 20-foot radius and dim light an additional 20 feet. Light emanating from the target may be any color. Completely covering the target with something that is not transparent blocks the light. The spell ends when you use an action to dismiss it or if you cast it again.", "document": "a5esrd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6574,7 +6784,8 @@ "desc": "A bolt of lightning arcs out from you in a direction you choose. Each creature in the area takes 8d6 lightning damage. The lightning ignites flammable objects in its path that aren't worn or carried by another creature.\n\nIf the spell is stopped by an object at least as large as its width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area.", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "Damage increases by 1d6 for every slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -6607,7 +6818,8 @@ "desc": "Name or describe in detail a specific kind of beast or plant. The natural magics in range reveal the closest example of the target within 5 miles, including its general direction (north, west, southeast, and so on) and how many miles away it currently is.", "document": "a5esrd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "5 miles", @@ -6638,7 +6850,8 @@ "desc": "Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate specific, known creatures, or the nearest creature of a specific type (like a bat, gnome, or red dragon) provided that you have observed that type within 30 feet at least once. If a specific creature you seek is in a different form (for example a wildshaped druid) the spell is unable to find it.\n\nThe spell cannot travel across running water 10 feet across or wider—it is unable to find the creature and the trail ends.", "document": "a5esrd", "level": 4, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "1000 feet", @@ -6669,7 +6882,8 @@ "desc": "Name or describe in detail an object familiar to you. The spell reveals the general direction the object is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate a specific object known to you, provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument, item of furniture, compass, or vase).\n\nWhen there is any thickness of lead in the direct path between you and the object the spell is unable to find it.", "document": "a5esrd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "1000 feet", @@ -6700,7 +6914,8 @@ "desc": "Until the spell ends, the target's Speed increases by 10 feet.", "document": "a5esrd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "Target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -6731,7 +6946,8 @@ "desc": "Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell's duration.", "target_type": "creature", "range": "Touch", @@ -6762,7 +6978,8 @@ "desc": "A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it.\n\nYou can use an action to control the hand and direct it to do any of the following:\n\n* manipulate an object.\n* open an unlocked container or door.\n* stow or retrieve items from unlocked containers.\n\nThe hand cannot attack, use magic items, or carry more than 10 pounds.", "document": "a5esrd", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -6793,7 +7010,8 @@ "desc": "Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means.\n\nDesignated creatures have disadvantage when attacking creatures within the area and are unable to charm, frighten, or possess creatures within the area. When a designated creature attempts to teleport or use interplanar travel to enter the area, it makes a Charisma saving throw or its attempt fails.\n\nYou may also choose to reverse this spell, trapping a creature of your chosen type within the area in order to protect targets outside it.", "document": "a5esrd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The spell's duration increases by 1 hour for every slot level above 3rd.", "target_type": "area", "range": "30 feet", @@ -6824,7 +7042,8 @@ "desc": "Your body becomes catatonic as your soul enters the vessel used as a material component. While within this vessel, you're aware of your surroundings as if you physically occupied the same space.\n\nThe only action you can take is to project your soul within range, whether to return to your living body (and end the spell) or to possess a humanoid.\n\nYou may not target creatures protected by protection from good and evil or magic circle spells. A creature you try to possess makes a Charisma saving throw or your soul moves from your vessel and into its body. The creature's soul is now within the container. On a successful save, the creature resists and you may not attempt to possess it again for 24 hours.\n\nOnce you possess a creature, you have control of it. Replace your game statistics with the creature's, except your Charisma, Intelligence and Wisdom scores. Your own cultural traits and class features also remain, and you may not use the creature's cultural traits or class features (if it has any).\n\nDuring possession, you can use an action to return to the vessel if it is within range, returning the host creature to its body. If the host body dies while you are possessing it, the creature also dies and you must make a Charisma save. On a success you return to the container if it's within range. Otherwise, you die.\n\nIf the vessel is destroyed, the spell ends and your soul returns to your body if it's within range. If your body is out of range or dead when you try to return, you die.\n\nThe possessed creature perceives the world as if it occupied the same space as the vessel, but may not take any actions or movement. If the vessel is destroyed while occupied by a creature other than yourself, the creature returns to its body if the body is alive and within range. Otherwise, the creature dies.\n\nThe vessel is destroyed when the spell ends.", "document": "a5esrd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -6855,7 +7074,8 @@ "desc": "A trio of glowing darts of magical force unerringly and simultaneously strike the targets, each dealing 1d4+1 force damage.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "Evoke one additional dart and target up to one additional creature for each slot level above 1st.", "target_type": "creature", "range": "120 feet", @@ -6886,7 +7106,8 @@ "desc": "The target is imbued with a spoken message of 25 words or fewer which it speaks when a trigger condition you choose is met. The message may take up to 10 minutes to convey.\n\nWhen your trigger condition is met, a magical mouth appears on the object and recites the message in the same voice and volume as you used when instructing it. If the object chosen has a mouth (for example, a painted portrait) this is where the mouth appears.\n\nYou may choose upon casting whether the message is a single event, or whether it repeats every time the trigger condition is met.\n\nThe trigger condition must be based upon audio or visual cues within 30 feet of the object, and may be highly detailed or as broad as you choose.\n\nFor example, the trigger could be when any attack action is made within range, or when the first spring shoot breaks ground within range.", "document": "a5esrd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6917,7 +7138,8 @@ "desc": "Until the spell ends, the target becomes +1 magic weapon.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The bonus increases by +1 for every 2 slot levels above 2nd (maximum +3).", "target_type": "object", "range": "Touch", @@ -6948,7 +7170,8 @@ "desc": "You conjure an extradimensional residence within range. It has one entrance that is in a place of your choosing, has a faint luster to it, and is 5 feet wide and 10 feet tall. You and any designated creature may enter your mansion while the portal is open. You may open and close the portal while you are within 30 feet of it. Once closed the entrance is invisible.\n\nThe entrance leads to an opulent entrance hall, with many doors and halls coming from it. The atmosphere is welcoming, warm, and comfortable, and the whole place is sparkling clean.\n\nThe floor plan of the residence is up to you, but it must be made up of fifty or fewer 10-foot cubes.\n\nThe furniture and decor are chosen by you. The residence contains enough food to provide Supply for a number of people equal to 5 × your proficiency bonus. A staff of translucent, lustrous servants dwell within the residence. They may otherwise look how you wish. These servants obey your commands without question, and can perform the same nonhostile actions as a human servant—they might carry objects, prepare and serve food and drinks, clean, make simple repairs, and so on. Servants have access to the entire mansion but may not leave.\n\nAll objects and furnishings belonging to the mansion evaporate into shimmering smoke when they leave it. Any creature within the mansion when the spell ends is expelled into an unoccupied space near the entrance.", "document": "a5esrd", "level": 7, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "300 feet", @@ -6979,7 +7202,8 @@ "desc": "Until the spell ends, you create an image that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm.\n\nWhile within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a roc moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the roc flies).\n\nAny physical interaction immediately reveals the image is an illusion, as objects and creatures alike pass through it. An Investigation check against your spell save DC also reveals the image is an illusion.\n\nWhen a creature realizes the image is an illusion, the effects become fainter for that creature.", "document": "a5esrd", "level": 3, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "When cast using a 6th-level spell slot the illusion lasts until dispelled without requiring concentration.", "target_type": "object", "range": "120 feet", @@ -7010,7 +7234,8 @@ "desc": "Glowing energy rushes through the air and each target regains hit points equal to 3d8 + your spellcasting modifier.", "document": "a5esrd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The hit points regained increase by 1d8 for each slot level above 5th.", "target_type": "point", "range": "60 feet", @@ -7041,7 +7266,8 @@ "desc": "Healing energy erupts from your steepled hands and restores up to 700 hit points between the targets.\n\nCreatures healed in this way are also cured of any diseases, and any effect causing them to be blinded or deafened. In addition, on subsequent turns within the next minute you can use a bonus action to distribute any unused hit points.", "document": "a5esrd", "level": 9, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -7072,7 +7298,8 @@ "desc": "Healing energy flows from you in a wash of restorative power and each target regains hit points equal to 1d4 + your spellcasting ability modifier.", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The hit points regained increase by 1d4 for each slot level above 3rd.", "target_type": "point", "range": "60 feet", @@ -7103,7 +7330,8 @@ "desc": "Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The targets are magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the targets to perform an action that is obviously harmful to them ends the spell.\n\nA target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell, and if it requires less time the spell ends after a target has carried out the activity.\n\nYou may specify trigger conditions that cause a target to perform a specific activity while the spell lasts. For example, you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends, the specific activity isn't performed.\n\nAny damage done to a target by you or an ally ends the spell for that creature.", "document": "a5esrd", "level": 6, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When cast using a 7th-level spell slot, the duration of the spell increases to 10 days. When cast using an 8th-level spell slot, the duration increases to 30 days. When cast using a 9th-level spell slot, the duration increases to a year and a day.", "target_type": "creature", "range": "60 feet", @@ -7134,7 +7362,8 @@ "desc": "The target is banished to a complex maze on its own demiplane, and remains there for the duration or until the target succeeds in escaping.\n\nThe target can use an action to attempt to escape, making an Intelligence saving throw. On a successful save it escapes and the spell ends. A creature with Labyrinthine Recall (or a similar trait) automatically succeeds on its save.\n\nWhen the spell ends the target reappears in the space it occupied before the spell was cast, or the closest unoccupied space if that space is occupied.", "document": "a5esrd", "level": 8, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7165,7 +7394,8 @@ "desc": "Until the spell ends, you meld yourself and your carried equipment into the target stone. Using your movement, you may enter the stone from any point you can touch. No trace of your presence is visible or detectable by nonmagical senses.\n\nWithin the stone, you can't see outside it and have disadvantage on Perception checks made to hear beyond it. You are aware of time passing, and may cast spells upon yourself. You may use your movement only to step out of the target where you entered it, ending the spell.\n\nIf the target is damaged such that its shape changes and you no longer fit within it, you are expelled and take 6d6 bludgeoning damage. Complete destruction of the target, or its transmutation into another substance, expels you and you take 50 bludgeoning damage. When expelled you fall prone into the closest unoccupied space near your entrance point.", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When using a 5th-level spell slot, you may reach out of the target to make spell attacks or ranged weapon attacks without ending the spell. You make these attacks with disadvantage.", "target_type": "point", "range": "Touch", @@ -7196,7 +7426,8 @@ "desc": "You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.\n\nMagic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.", "document": "a5esrd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -7227,7 +7458,8 @@ "desc": "You conjure extensions of your own mental fortitude to keep your foes at bay. For the spell's duration, you can use an action to attempt to grapple a creature within range by making a concentration check against its maneuver DC.\n\nOn its turn, a target grappled in this way can use an action to attempt to escape the grapple, using your spell save DC instead of your maneuver DC.\n\nSuccessful escape attempts do not break your concentration on the spell.", "document": "a5esrd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7258,7 +7490,8 @@ "desc": "You point and whisper your message at the target.\n\nIt alone hears the message and may reply in a whisper audible only to you.\n\nYou can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The message is blocked by 3 feet of wood, 1 foot of stone, 1 inch of common metals, or a thin sheet of lead.\n\nThe spell moves freely around corners or through openings.", "document": "a5esrd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -7289,7 +7522,8 @@ "desc": "Scorching spheres of flame strike the ground at 4 different points within range. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.", "document": "a5esrd", "level": 9, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "1 mile", @@ -7320,7 +7554,8 @@ "desc": "The target is immune to psychic damage, any effect that would read its emotions or thoughts, divination spells, and the charmed condition.\n\nThis immunity extends even to the wish spell, and magical effects or spells of similar power that would affect the target's mind or gain information about it.", "document": "a5esrd", "level": 8, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7351,7 +7586,8 @@ "desc": "The target has resistance to psychic damage and advantage on saving throws made to resist being charmed or frightened.", "document": "a5esrd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7382,7 +7618,8 @@ "desc": "This spell creates a sound or image of an object.\n\nThe illusion disappears if dismissed or you cast the spell again.\n\nYou may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell's area.\n\nVisual illusions may replicate any image and remain within the spell's area, but cannot create sound, light, smell, or other sensory effects.\n\nThe image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against your spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature.", "document": "a5esrd", "level": 0, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -7413,7 +7650,8 @@ "desc": "You make terrain within the spell's area appear as another kind of terrain, tricking all senses (including touch).\n\nThe general shape of the terrain remains the same, however. A small town could resemble a woodland, a smooth road could appear rocky and overgrown, a deep pit could resemble a shallow pond, and so on.\n\nStructures may be altered in the similar way, or added where there are none. Creatures are not disguised, concealed, or added by the spell.\n\nThe illusion appears completely real in all aspects, including physical terrain, and can be physically interacted with. Clear terrain becomes difficult terrain, and vice versa. Any part of the illusory terrain such as a boulder, or water collected from an illusory stream, disappears immediately upon leaving the spell's area.\n\nCreatures with truesight see through the illusion, but are not immune to its effects. They may know that the overgrown path is in fact a well maintained road, but are still impeded by illusory rocks and branches.", "document": "a5esrd", "level": 7, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Sight", @@ -7444,7 +7682,8 @@ "desc": "A total of 3 illusory copies of yourself appear in your space. For the duration, these copies move with you and mimic your actions, creating confusion as to which is real.\n\nYou can use an action to dismiss them.\n\nEach time you're targeted by a creature's attack, roll a d20 to see if it targets you or one of your copies.\n\nWith 3 copies, a roll of 6 or higher means a copy is targeted. With two copies, a roll of 8 or higher targets a copy, and with 1 copy a roll of 11 or higher targets the copy.\n\nA copy's AC is 10 + your Dexterity modifier, and when it is hit by an attack a copy is destroyed.\n\nIt may be destroyed only by an attack that hits it.\n\nAll other damage and effects have no impact.\n\nAttacking creatures that have truesight, cannot see, have blindsight, or rely on other nonvisual senses are unaffected by this spell.", "document": "a5esrd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "When using a 5th-level spell slot, the duration increases to concentration (1 hour).", "target_type": "creature", "range": "Self", @@ -7475,7 +7714,8 @@ "desc": "You become invisible. At the same time, an illusory copy of you appears where you're standing.\n\nThis invisibility ends when you cast a spell but the copy lasts until the spell ends.\n\nYou can use an action to move your copy up to twice your Speed, have it speak, make gestures, or behave however you'd like.\n\nYou may see and hear through your copy. Until the spell ends, you can use a bonus action to switch between your copy's senses and your own, or back again. While using your copy's senses you are blind and deaf to your body's surroundings.\n\nThe copy is revealed as an illusion with any physical interaction, as solid objects and creatures pass through it.", "document": "a5esrd", "level": 5, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Self", @@ -7506,7 +7746,8 @@ "desc": "You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.", "document": "a5esrd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -7537,7 +7778,8 @@ "desc": "The target has advantage on its saving throw if you are in combat with it. The target becomes charmed and incapacitated, though it can still hear you. Until the spell ends, any memories of an event that took place within the last 24 hours and lasted 10 minutes or less may be altered.\n\nYou may destroy the memory, have the target recall the event with perfect clarity, change the details, or create a new memory entirely with the same restrictions in time frame and length.\n\nYou must speak to the target in a language you both know to modify its memories and describe how the memory is changed. The target fills in the gaps in details based on your description.\n\nThe spell automatically ends if the target takes any damage or if it is targeted by another spell. If the spell ends before you have finished modifying its memories, the alteration fails. Otherwise, the alteration is complete when the spell ends and only greater restoration or remove curse can restore the memory.\n\nThe Narrator may deem a modified memory too illogical or nonsensical to affect a creature, in which case the modified memory is simply dismissed by the target. In addition, a modified memory doesn't specifically change the behavior of a creature, especially if the memory conflicts with the creature's personality, beliefs, or innate tendencies.\n\nThere may also be events that are practically unforgettable and after being modified can be remembered correctly when another creature succeeds on a Persuasion check to stir the target's memories. This check is made with disadvantage if the creature does not have indisputable proof on hand that is relevant to the altered memory.", "document": "a5esrd", "level": 5, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When using a 6th-level spell slot, the event can be from as far as 7 days ago. When using a 7th-level spell slot, the event can be from as far as 30 days ago. When using an 8th-level spell slot, the event can be from as far as 1 year ago. When using a 9th-level spell slot, any event can be altered.", "target_type": "creature", "range": "30 feet", @@ -7568,7 +7810,8 @@ "desc": "A beam of moonlight fills the area with dim light.\n\nWhen a creature enters the area for the first time on a turn or begins its turn in the area, it is struck by silver flames and makes a Constitution saving throw, taking 2d10 radiant damage on a failed save, or half as much on a success.\n\nShapechangers have disadvantage on this saving throw. On a failed save, a shapechanger is forced to take its original form while within the spell's light.\n\nOn your turn, you may use an action to move the beam 60 feet in any direction.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 2nd.", "target_type": "area", "range": "120 feet", @@ -7599,7 +7842,8 @@ "desc": "You reshape the area, changing its elevation or creating and eliminating holes, walls, and pillars.\n\nThe only limitation is that the elevation change may not exceed half the area's horizontal dimensions.\n\nFor example, affecting a 40-by-40 area allows you to include 20 foot high pillars, holes 20 feet deep, and changes in terrain elevation of 20 feet or less.\n\nChanges that result in unstable terrain are subject to collapse.\n\nChanges take 10 minutes to complete, after which you can choose another area to affect. Due to the slow speed of transformation, it is nearly impossible for creatures to be hurt or captured by the spell.\n\nThis spell has no effect on stone, objects crafted from stone, or plants, though these objects will shift based on changes in the area.", "document": "a5esrd", "level": 6, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -7630,7 +7874,8 @@ "desc": "The target is hidden from divination magic and cannot be perceived by magical scrying sensors.\n\nWhen used on a place or object, the spell only works if the target is no larger than 10 feet in any given dimension.", "document": "a5esrd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -7661,7 +7906,8 @@ "desc": "You and allies within the area gain advantage and an expertise die on Dexterity (Stealth) checks as an aura of secrecy enshrouds you. Creatures in the area leave behind no evidence of their passage.", "document": "a5esrd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -7692,7 +7938,8 @@ "desc": "Until the spell ends, you create a passage extending into the target surface. When creating the passage you define its dimensions, as long as they do not exceed 5 feet in width, 8 feet in height, or 20 feet in depth.\n\nThe appearance of the passage has no effect on the stability of the surrounding environment.\n\nAny creatures or objects within the passage when the spell ends are expelled without harm into unoccupied spaces near where the spell was cast.", "document": "a5esrd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7723,7 +7970,8 @@ "desc": "A swarm of insects fills the area. Creatures that begin their turn within the spell's area or who enter the area for the first time on their turn must make a Constitution saving throw or take 1d4 piercing damage. The pests also ravage any unattended organic material within their radius, such as plant, wood, or fabric.", "document": "a5esrd", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "This spell's damage increases by 1d4 when you reach 5th level (2d4), 10th level (3d4), and 15th level (4d4).", "target_type": "area", "range": "60 feet", @@ -7754,7 +8002,8 @@ "desc": "You create an illusion that invokes the target's deepest fears. Only the target can see this illusion.\n\nWhen the spell is cast and at the end of each of its turns, the target makes a Wisdom saving throw or takes 4d10 psychic damage and becomes frightened.\n\nThe spell ends early when the target succeeds on its saving throw. A target that succeeds on its initial saving throw takes half damage.", "document": "a5esrd", "level": 4, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above the 4th.", "target_type": "creature", "range": "120 feet", @@ -7787,7 +8036,8 @@ "desc": "You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers.\n\nThe talons do not interact with physical matter, but rip viciously at the psyche of any creature struck by them. For the duration, your unarmed strikes gain the finesse property and deal psychic damage. In addition, if your unarmed strike normally deals less than 1d4 damage, it instead deals 1d4 damage.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7818,7 +8068,8 @@ "desc": "You create an illusory Large creature with an appearance determined by you that comes into being with all the necessary equipment needed to use it as a mount. This equipment vanishes when more than 10 feet away from the creature.\n\nYou or any creature you allow may ride the steed, which uses the statistics for a riding horse but has a Speed of 100 feet and travels at 10 miles per hour at a steady pace (13 miles per hour at a fast pace).\n\nThe steed vanishes if it takes damage (disappearing instantly) or you use an action to dismiss it (fading away, giving the rider 1 minute to dismount).", "document": "a5esrd", "level": 3, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7849,7 +8100,8 @@ "desc": "An entity from beyond the realm material answers your call for assistance. You must know this entity whether it is holy, unholy, or beyond the bounds of mortal comprehension. The entity sends forth a servant loyal to it to aid you in your endeavors. If you have a specific servant in mind you may speak its name during the casting, but ultimately who is sent to answer your call is the entity's decision.\n\nThe creature that appears (a celestial, elemental, fey, or fiend), is under no compulsion to behave in any particular way other than how its nature and personality direct it. Any request made of the creature, simple or complex, requires an equal amount of payment which you must bargain with the creature to ascertain. The creature can request either items, sacrifices, or services in exchange for its assistance. A creature that you cannot communicate with cannot be bargained with.\n\nA task that can be completed in minutes is worth 100 gold per minute, a task that requires hours is worth 1, 000 gold per hour, and a task requiring days is worth 10, 000 gold per day (the creature can only accept tasks contained within a 10 day timeframe). A creature can often be persuaded to lower or raise prices depending on how a task aligns with its personality and the goals of its master —some require no payment at all if the task is deemed worthy. Additionally, a task that poses little or no risk only requires half the usual amount of payment, and an extremely dangerous task might call for double the usual payment. Still, only extreme circumstances will cause a creature summoned this way to accept tasks with a near certain result of death.\n\nA creature returns to its place of origin when a task is completed or if you fail to negotiate an agreeable task and payment. Should a creature join your party, it counts as a member of the group and receives a full portion of any experience gained.", "document": "a5esrd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7880,7 +8132,8 @@ "desc": "The target must remain within range for the entire casting of the spell (usually by means of a magic circle spell). Until the spell ends, you force the target to serve you. If the target was summoned through some other means, like a spell, the duration of the original spell is extended to match this spell's duration.\n\nOnce it is bound to you the target serves as best it can and follows your orders, but only to the letter of the instruction. A hostile or malevolent target actively seeks to take any advantage of errant phrasing to suit its nature. When a target completes a task you've assigned to it, if you are on the same plane of existence the target travels back to you to report it has done so. Otherwise, it returns to where it was bound and remains there until the spell ends.", "document": "a5esrd", "level": 5, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When using a 6th-level spell slot, its duration increases to 10 days. When using a 7th-level spell slot, its duration increases to 30 days. When using an 8th-level spell slot, its duration increases to 180 days. When using a 9th-level spell slot, its duration increases to a year and a day.", "target_type": "creature", "range": "60 feet", @@ -7911,7 +8164,8 @@ "desc": "Willing targets are transported to a plane of existence that you choose. If the destination is generally described, targets arrive near that destination in a location chosen by the Narrator. If you know the correct sequence of an existing teleportation circle (see teleportation circle), you can choose it as the destination (when the designated circle is too small for all targets to fit, any additional targets are shunted to the closest unoccupied spaces).\n\nAlternatively this spell can be used offensively to banish an unwilling target. You make a melee spell attack and on a hit the target makes a Charisma saving throw or is transported to a random location on a plane of existence that you choose. Once transported, you must spend 1 minute concentrating on this spell or the target returns to the last space it occupied (otherwise it must find its own way back).", "document": "a5esrd", "level": 7, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7942,7 +8196,8 @@ "desc": "You channel vitality into vegetation to achieve one of the following effects, chosen when casting the spell.\n\nEnlarged: Plants in the area are greatly enriched. Any harvests of the affected plants provide twice as much food as normal.\n\nRapid: All nonmagical plants in the area surge with the power of life. A creature that moves through the area must spend 4 feet of movement for every foot it moves. You can exclude one or more areas of any size from being affected.", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -7973,7 +8228,8 @@ "desc": "The target becomes poisonous to the touch. Until the spell ends, whenever a creature within 5 feet of the target damages the target with a melee weapon attack, the creature makes a Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d6 ongoing poison damage.\n\nA poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThe target of the spell also becomes bright and multicolored like a poisonous dart frog, giving it disadvantage on Dexterity (Stealth) checks.", "document": "a5esrd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The target's skin is also covered in mucus, giving it advantage on saving throws and checks made to resist being grappled or restrained. In addition, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -8006,7 +8262,8 @@ "desc": "The target's body is transformed into a beast with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating, use its level.\n\nUntil the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen beast. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.", "document": "a5esrd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -8037,7 +8294,8 @@ "desc": "With but a word you snuff out the target's life and it immediately dies. If you cast this on a creature with more than 100 hit points, it takes 50 hit points of damage.", "document": "a5esrd", "level": 9, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8068,7 +8326,8 @@ "desc": "You utter a powerful word that stuns a target with 150 hit points or less. At the end of the target's turn, it makes a Constitution saving throw to end the effect. If the target has more than 150 hit points, it is instead rattled until the end of its next turn.", "document": "a5esrd", "level": 8, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -8099,7 +8358,8 @@ "desc": "The targets regain hit points equal to 2d8 + your spellcasting ability modifier.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The hit points regained increase by 1d8 for each slot level above 2nd.", "target_type": "point", "range": "30 feet", @@ -8130,7 +8390,8 @@ "desc": "You wield arcane energies to produce minor effects. Choose one of the following:\n\n* create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor).\n* clean or soil an object of 1 cubic foot or less.\n* light or snuff a flame.\n* chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour.\n* color or mark an object or surface for 1 hour.\n* create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.\n\nYou may cast this spell multiple times, though only three effects may be active at a time. Dismissing each effect requires an action.", "document": "a5esrd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -8161,7 +8422,8 @@ "desc": "You unleash 8 rays of light, each with a different purpose and effect. For each target in the area, roll a d8 to determine the ray that affects it.\n\n1—Red: The target takes 10d6 fire damage.\n\n2—Orange: The target takes 10d6 acid damage.\n\n3—Yellow: The target takes 10d6 lightning damage.\n\n4—Green: The target takes 10d6 poison damage.\n\n5—Blue: The target takes 10d6 cold damage.\n\n6—Indigo: The target is restrained and at the end of each of its turns it makes a Constitution saving throw. Once it accumulates two failed saves it permanently turns to stone, or when it accumulates two successful saves the effect ends.\n\n7—Violet: The target is blinded. At the start of your next turn, the target makes a Wisdom saving throw, ending the effect on a success.\n\nOn a failed save, the target is banished to another random plane and is no longer blind. If it originated from another plane it returns there, while other creatures are generally cast into the Astral Plane or Ethereal Plane.\n\n8—Special: The target is hit by two rays.\n\nRoll a d8 twice to determine which rays, rerolling any 8s.", "document": "a5esrd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -8194,7 +8456,8 @@ "desc": "You create a nontransparent barrier of prismatic energy that sheds bright light in a 100-foot radius and dim light for an additional 100 feet. You and creatures you choose at the time of casting are immune to the barrier's effects and may pass through it at will.\n\nThe barrier can be created as either a vertical wall or a sphere. If the wall intersects a space occupied by a creature the spell fails, you lose your action, and the spell slot is wasted.\n\nWhen a creature that can see the barrier moves within 20 feet of the area or starts its turn within 20 feet of the area, it makes a Constitution saving throw or it is blinded for 1 minute.\n\nThe wall has 7 layers, each layer of a different color in order from red to violet. Once a layer is destroyed, it is gone for the duration of the spell.\n\nTo pass or reach through the barrier a creature does so one layer at a time and must make a Dexterity saving throw for each layer or be subjected to that layer's effects. On a successful save, any damage taken from a layer is reduced by half.\n\nA rod of cancellation can destroy a prismatic wall, but an antimagic field has no effect.\n\nRed: The creature takes 10d6 fire damage.\n\nWhile active, nonmagical ranged attacks can't penetrate the barrier. The layer is destroyed by 25 cold damage.\n\nOrange: The creature takes 10d6 acid damage. While active, magical ranged attacks can't penetrate the barrier. The layer is destroyed by strong winds.\n\nYellow: The creature takes 10d6 lightning damage. This layer is destroyed by 60 force damage.\n\nGreen: The creature takes 10d6 poison damage. A passwall spell, or any spell of equal or greater level which can create a portal on a solid surface, destroys the layer.\n\nBlue: The creature takes 10d6 cold damage.\n\nThis layer is destroyed by 25 fire damage.\n\nIndigo: The creature is restrained and makes a Constitution saving throw at the end of each of its turns. Once it accumulates three failed saves it permanently turns to stone, or when it accumulates three successful saves the effect ends. This layer can be destroyed by bright light, such as that created by the daylight spell or a spell of equal or greater level.\n\nViolet: The creature is blinded. At the start of your next turn, the creature makes a Wisdom saving throw, ending the effect on a success.\n\nOn a failed save, the creature is banished to another random plane and is no longer blind. If it originated from another plane it returns there, while other creatures are generally cast into the Astral Plane or Ethereal Plane. This layer can be destroyed by dispel magic or a similar spell of equal or greater level capable of ending spells or magical effects.", "document": "a5esrd", "level": 9, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8227,7 +8490,8 @@ "desc": "You increase the magical security in an area, choosing one or more of the following:\n\n* sound cannot pass the edge of the area.\n* light and vision cannot pass the edge of the area.\n* sensors created by divination spells can neither enter the area nor appear within it.\n* creatures within the area cannot be targeted by divination spells.\n* nothing can teleport into or out of the area.\n* planar travel is impossible within the area.\n\nCasting this spell on the same area every day for a year makes the duration permanent.", "document": "a5esrd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "Increase the size of the sanctum by up to 100 feet for each slot level above 4th.", "target_type": "area", "range": "120 feet", @@ -8258,7 +8522,8 @@ "desc": "You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nThe spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage.", "document": "a5esrd", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "Self", @@ -8289,7 +8554,8 @@ "desc": "You craft an illusory object, creature, or other effect which executes a scripted performance when a specific condition is met within 30 feet of the area.\n\nYou must describe both the condition and the details of the performance upon casting. The trigger must be based on something that can be seen or heard.\n\nOnce the illusion triggers, it runs its performance for up to 5 minutes before it disappears and goes dormant for 10 minutes. The illusion is undetectable until then and only reactivates when the condition is triggered and after the dormant period has passed.\n\nA creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.", "document": "a5esrd", "level": 6, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -8320,7 +8586,8 @@ "desc": "You create an illusory duplicate of yourself that looks and sounds like you but is intangible. The duplicate can appear anywhere within range as long as you have seen the space before (it ignores any obstacles in the way).\n\nYou can use an action to move this duplicate up to twice your Speed and make it speak and behave in whatever way you choose, mimicking your mannerism with perfect accuracy. You can use a bonus action to see through your duplicate's eyes and hear through its ears until the beginning of your next turn. During this time, you are blind and deaf to your body's surroundings.\n\nA creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.", "document": "a5esrd", "level": 7, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8351,7 +8618,8 @@ "desc": "Until the spell ends, the target has resistance to one of the following damage types: acid, cold, fire, lightning, thunder.", "document": "a5esrd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "For each slot level above 2nd, the target gains resistance to one additional type of damage listed above, with a maximum number equal to your spellcasting ability modifier.", "target_type": "creature", "range": "Touch", @@ -8382,7 +8650,8 @@ "desc": "The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target and are unable to charm, frighten, or possess the target.\n\nIf the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against that effect.", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8413,7 +8682,8 @@ "desc": "The target has advantage on saving throws against being poisoned and resistance to poison damage.\n\nAdditionally, if the target is poisoned, you negate one poison affecting it. If more than one poison affects the target, you negate one poison you know is present (otherwise you negate one at random).", "document": "a5esrd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8444,7 +8714,8 @@ "desc": "You remove all poison and disease from a number of Supply equal to your proficiency bonus.", "document": "a5esrd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "Remove all poison and disease from an additional Supply for each slot level above 1st.", "target_type": "point", "range": "30 feet", @@ -8475,7 +8746,8 @@ "desc": "You unleash the discipline of your magical training and let arcane power burn from your fists, consuming the material components of the spell. Until the spell ends you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and on each of your turns you can use an action to make a melee spell attack against a target within 5 feet that deals 4d8 force damage on a successful hit.\n\nFor the duration, you cannot cast other spells or concentrate on other spells. The spell ends early if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this spell early on your turn as a bonus action.", "document": "a5esrd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When using a spell slot of 5th- or 6th-level, the damage increases to 5d8.\n\nWhen using a spell slot of 7th- or 8th-level, the damage increases to 6d8\\. When using a spell slot of 9th-level, the damage increases to 7d8.", "target_type": "object", "range": "Self", @@ -8506,7 +8778,8 @@ "desc": "You return the target to life, provided its soul is willing and able to return to its body. The creature returns to life with 1 hit point. The spell cannot return an undead creature to life.\n\nThe spell cures any poisons and nonmagical diseases that affected the creature at the time of death. It does not remove any magical diseases, curses, or other magical effects; these must be removed prior to the spell being cast, otherwise they immediately take effect when the creature returns to life.\n\nThe spell does not regrow limbs or organs, and it automatically fails if the target is missing any body parts necessary for life (like its heart or head).\n\nBeing raised from the dead takes a toll on the body, mind, and spirit. The target suffers 3 levels of fatigue and strife. At the conclusion of each long rest, the target removes one level of fatigue and strife until the target completely recovers.", "document": "a5esrd", "level": 5, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8537,7 +8810,8 @@ "desc": "You transform the land around you into a blasted hellscape. When you cast the spell, all nonmagical vegetation in the area immediately dies. In addition, you can create any of the following effects within the area. Fiends are immune to these effects, as are any creatures you specify at the time you cast the spell. A successful dispel magic ends a single effect, not the entire area.\n\nBrimstone Rubble. You can fill any number of unoccupied 5-foot squares in the area with smoldering brimstone. These spaces become difficult terrain. A creature that enters an affected square or starts its turn there takes 2d10 fire damage.\n\nField of Fear. Dread pervades the entire area.\n\nA creature that starts its turn in the area must make a successful Wisdom saving throw or be frightened until the start its next turn. While frightened, a creature must take the Dash action to escape the area by the safest available route on each of its turns. On a successful save, the creature becomes immune to this effect for 24 hours.\n\nSpawning Pits. The ground opens to create up to 6 pits filled with poisonous bile. Each pit fills a 10-foot cube that drops beneath the ground.\n\nWhen this spell is cast, any creature whose space is on a pit may make a Dexterity saving throw, moving to an unoccupied space next to the pit on a success. A creature that enters a pit or starts its turn there takes 15d6 poison damage, or half as much damage on a successful Constitution saving throw. A creature reduced to 0 hit points by this damage immediately dies and rises as a lemure at the start of its next turn. Lemures created this way obey your verbal commands, but they disappear when the spell ends or if they leave the area for any reason.\n\nUnhallowed Spires. Up to four spires of black ice rise from the ground in unoccupied 10-foot squares within the area. Each spire can be up to 66 feet tall and is immune to all damage and magical effects. Whenever a creature within 30 feet of a spire would regain hit points, it does not regain hit points and instead takes 3d6 necrotic damage.\n\nIf you maintain concentration on the spell for the full duration, the effects are permanent until dispelled.", "document": "a5esrd", "level": 9, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -8570,7 +8844,8 @@ "desc": "A black ray of necrotic energy shoots from your fingertip. Make a ranged spell attack against the target. On a hit, the target is weakened and only deals half damage with weapon attacks that use Strength.\n\nAt the end of each of the target's turns, it can make a Strength saving throw, ending the spell on a success.", "document": "a5esrd", "level": 2, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8601,7 +8876,8 @@ "desc": "An icy beam shoots from your outstretched fingers.\n\nMake a ranged spell attack. On a hit, you deal 1d8 cold damage and reduce the target's Speed by 10 feet until the start of your next turn.", "document": "a5esrd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "60 feet", @@ -8632,7 +8908,8 @@ "desc": "You touch a creature, causing its body to spontaneously heal itself. The target immediately regains 4d8 + 15 hit points and regains 10 hit points per minute (1 hit point at the start of each of its turns).\n\nIf the target is missing any body parts, the lost parts are restored after 2 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself.", "document": "a5esrd", "level": 7, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8663,7 +8940,8 @@ "desc": "You return the target to life, provided the target's soul is willing and able to return to its body. If you only have a piece of the target, the spell reforms a new adult body for the soul to inhabit. Once reincarnated the target remembers everything from its former life, and retains all its proficiencies, cultural traits, and class features.\n\nThe target's heritage traits change according to its new form. The Narrator chooses the form of the new body, or rolls on Table: Reincarnation.", "document": "a5esrd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8694,7 +8972,8 @@ "desc": "This spell ends a curse inflicted with a spell slot of 3rd-level or lower. If the curse was instead inflicted by a feature or trait, the spell ends a curse inflicted by a creature of Challenge Rating 6 or lower. If cast on a cursed object of Rare or lesser rarity, this spell breaks the owner's attunement to the item (although it does not end the curse on the object).", "document": "a5esrd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "For each slot level above 3rd, the spell ends a curse inflicted either by a spell one level higher or by a creature with a Challenge Rating two higher. When using a 6th-level spell slot, the spell breaks the owner's attunement to a Very Rare item.\n\nWhen using a 9th-level spell slot, the spell breaks the owner's attunement to a Legendary item.", "target_type": "creature", "range": "Touch", @@ -8725,7 +9004,8 @@ "desc": "A transparent sphere of force encloses the target.\n\nThe sphere is weightless and just large enough for the target to fit inside. The sphere can be destroyed without harming anyone inside by being dealt at least 15 force damage at once or by being targeted with a dispel magic spell cast using a 4th-level or higher spell slot. The sphere is immune to all other damage, and no spell effects, physical objects, or anything else can pass through, though a target can breathe while inside it. The target cannot be damaged by any attacks or effects originating from outside the sphere, and the target cannot damage anything outside of it.\n\nThe target can use an action to roll the sphere at half its Speed. Similarly, the sphere can be picked up and moved by other creatures.", "document": "a5esrd", "level": 4, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -8756,7 +9036,8 @@ "desc": "The target gains an expertise die to one saving throw of its choice, ending the spell. The expertise die can be rolled before or after the saving throw is made.", "document": "a5esrd", "level": 0, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8787,7 +9068,8 @@ "desc": "Provided the target's soul is willing and able to return to its body, so long as it is not undead it returns to life with all of its hit points.\n\nThe spell cures any poisons and nonmagical diseases that affected the target at the time of death.\n\nIt does not remove any magical diseases, curses, or other magical effects; these must be removed prior to the spell being cast, otherwise they immediately take effect when the target returns to life. The spell closes all mortal wounds and restores any missing body parts.\n\nBeing raised from the dead takes a toll on the body, mind, and spirit. The target takes a -4 penalty to attack rolls, saving throws, and ability checks.\n\nAt the conclusion of each long rest, the penalty is reduced by 1 until the target completely recovers.\n\nResurrecting a creature that has been dead for one year or longer is exhausting. Until you finish a long rest, you can't cast spells again and you have disadvantage on attack rolls, ability checks, and saving throws.", "document": "a5esrd", "level": 7, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8818,7 +9100,8 @@ "desc": "Gravity reverses in the area. Any creatures or objects not anchored to the ground fall upward until they reach the top of the area. A creature may make a Dexterity saving throw to prevent the fall by grabbing hold of something. If a solid object (such as a ceiling) is encountered, the affected creatures and objects impact against it with the same force as a downward fall. When an object or creature reaches the top of the area, it remains suspended there until the spell ends.\n\nWhen the spell ends, all affected objects and creatures fall back down.", "document": "a5esrd", "level": 7, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -8849,7 +9132,8 @@ "desc": "The target returns to life with 1 hit point. The spell does not restore any missing body parts and cannot return to life a creature that died of old age.", "document": "a5esrd", "level": 3, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -8880,7 +9164,8 @@ "desc": "One end of the target rope rises into the air until it hangs perpendicular to the ground. At the upper end, a nearly imperceptible entrance opens to an extradimensional space that can fit up to 8 Medium or smaller creatures. The entrance can be reached by climbing the rope. Once inside, the rope can be pulled into the extradimensional space.\n\nNo spells or attacks can cross into or out of the extradimensional space. Creatures inside the extradimensional space can see out of a 3-foot-by- 5-foot window centered on its entrance. Creatures outside the space can spot the entrance with a Perception check against your spell save DC. If they can reach it, creatures can pass in and out of the space.\n\nWhen the spell ends, anything inside the extradimensional space falls to the ground.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8911,7 +9196,8 @@ "desc": "As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage.", "document": "a5esrd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "60 feet", @@ -8942,7 +9228,8 @@ "desc": "You ward a creature against intentional harm.\n\nAny creature that makes an attack against or casts a harmful spell against the target must first make a Wisdom saving throw. On a failed save, the attacking creature must choose a different creature to attack or it loses the attack or spell. This spell doesn't protect the target from area effects, such as an explosion.\n\nThis spell ends early when the target attacks or casts a spell that affects an enemy creature.", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8973,7 +9260,8 @@ "desc": "Three rays of blazing orange fire shoot from your fingertips. Make a ranged spell attack for each ray.\n\nOn a hit, the target takes 2d6 fire damage.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "Create an additional ray for each slot level above 2nd.", "target_type": "creature", "range": "120 feet", @@ -9006,7 +9294,8 @@ "desc": "You can see and hear a specific creature that you choose. The difficulty of the saving throw for this spell is modified by your knowledge of the target and whether you possess a physical item with a connection to the target.\n\nOn a failed save, you can see and hear the target through an invisible sensor that appears within 10 feet of it and moves with the target. Any creature who can see invisibility or rolls a critical success on its saving throw perceives the sensor as a fist-sized glowing orb hovering in the air. Creatures cannot see or hear you through the sensor.\n\nIf you choose to target a location, the sensor appears at that location and is immobile.", "document": "a5esrd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9037,7 +9326,8 @@ "desc": "You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete. Each creature in the area takes 3d4 psychic damage and is deafened for 1 round.\n\nCreatures who are unable to hear the equation, immune to psychic damage, or who have an Intelligence score lower than 4 are immune to this spell.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "Creatures are deafened for 1 additional round for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -9070,7 +9360,8 @@ "desc": "You stash a chest and its contents on the Ethereal Plane. To do so, you must touch the chest and its Tiny replica. The chest can hold up to 12 cubic feet of nonliving matter. Food stored in the chest spoils after 1 day.\n\nWhile the chest is in the Ethereal Plane, you can recall it to you at any point by using an action to touch the Tiny replica. The chest reappears in an unoccupied space on the ground within 5 feet of you. You can use an action at any time to return the chest to the Ethereal Plane so long as you are touching both the chest and its Tiny replica.\n\nThis effect ends if you cast the spell again on a different chest, if the replica is destroyed, or if you use an action to end the spell. After 60 days without being recalled, there is a cumulative 5% chance per day that the spell effect will end. If for whatever reason the spell ends while the chest is still in the Ethereal Plane, the chest and all of its contents are lost.", "document": "a5esrd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -9101,7 +9392,8 @@ "desc": "You can see invisible creatures and objects, and you can see into the Ethereal Plane. Ethereal creatures and objects appear translucent.", "document": "a5esrd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9132,7 +9424,8 @@ "desc": "Up to four seeds appear in your hand and are infused with magic for the duration. As an action, a creature can throw one of these seeds at a point up to 60 feet away. Each creature within 5 feet of that point makes a Dexterity saving throw or takes 4d6 piercing damage. Depending on the material component used, a seed bomb also causes one of the following additional effects: Pinecone. Seed shrapnel explodes outward.\n\nA creature in the area of the exploding seed bomb makes a Constitution saving throw or it is blinded until the end of its next turn.\n\nSunflower. Seeds enlarge into a blanket of pointy needles. The area affected by the exploding seed bomb becomes difficult terrain for the next minute.\n\nTumbleweed. The weeds unravel to latch around creatures. A creature in the area of the exploding seed bomb makes a Dexterity saving throw or it becomes grappled until the end of its next turn.", "document": "a5esrd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -9165,7 +9458,8 @@ "desc": "Until the spell ends or you use an action to dispel it, you can change the appearance of the targets. The spell disguises their clothing, weapons, and items as well as changes to their physical appearance. An unwilling target can make a Charisma saving throw to avoid being affected by the spell.\n\nYou can alter the appearance of the target as you see fit, including but not limited to: its heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex and any other distinguishing features.\n\nYou cannot disguise the target as a creature of a different size category, and its limb structure remains the same; for example if it's bipedal, you can't use this spell to make it appear as a quadruped.\n\nThe disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.", "document": "a5esrd", "level": 5, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9196,7 +9490,8 @@ "desc": "You send a message of 25 words or less to the target. It recognizes you as the sender and can reply immediately in kind. The message travels across any distance and into other planes of existence. If the target is on a different plane of existence than you, there is a 5% chance it doesn't receive your message. A target with an Intelligence score of at least 1 understands your message as you intend it (whether you share a language or not).", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Unlimited", @@ -9227,7 +9522,8 @@ "desc": "You magically hide away a willing creature or object. The target becomes invisible, and it cannot be traced or detected by divination or scrying sensors. If the target is a living creature, it falls into a state of suspended animation and stops aging.\n\nThe spell ends when the target takes damage or a condition you set occurs. The condition can be anything you choose, like a set amount of time or a specific event, but it must occur within or be visible within 1 mile of the target.", "document": "a5esrd", "level": 7, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9258,7 +9554,8 @@ "desc": "You assume the form of a creature of a Challenge Rating equal to or lower than your level. The creature cannot be an undead or a construct, and it must be a creature you have seen. You change into the average version of that creature, and do not gain any class levels or the Spellcasting trait.\n\nUntil the spell ends or you are dropped to 0 hit points, your game statistics (including your hit points) are replaced by the statistics of the chosen creature, though you keep your Charisma, Intelligence, and Wisdom scores. You also keep your skill and saving throw proficiencies as well as gaining the creature's. However, if you share a proficiency with the creature, and the creature's bonus is higher than yours, you use the creature's bonus. You keep all of your features, skills, and traits gained from your class, heritage, culture, background, or other sources, and can use them as long as the creature is physically capable of doing so. You do not keep any special senses, such as darkvision, unless the creature also has them. You can only speak if the creature is typically capable of speech. You cannot use legendary actions or lair actions. Your gear melds into the new form. Equipment that merges with your form has no effect until you leave the form.\n\nWhen you revert to your normal form, you return to the number of hit points you had before you transformed. If the spell's effect on you ends early from dropping to 0 hit points, any excess damage carries over to your normal form and knocks you unconscious if the damage reduces you to 0 hit points.\n\nUntil the spell ends, you can use an action to change into another form of your choice. The new form follows all the rules as the previous form, with one exception: if the new form has more hit points than your previous form, your hit points remain at their previous value.", "document": "a5esrd", "level": 9, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9289,7 +9586,8 @@ "desc": "An ear-splitting ringing sound emanates through the area. Creatures in the area take 3d8 thunder damage. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw.\n\nAny nonmagical items within the area that are not worn or carried also take damage.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 2nd.", "target_type": "area", "range": "60 feet", @@ -9320,7 +9618,8 @@ "desc": "You create three orbs of jagged broken glass and hurl them at targets within range. You can hurl them at one target or several.\n\nMake a ranged spell attack for each orb. On a hit, the target takes 2d4 slashing damage and the shards of broken glass remain suspended in midair, filling the area they occupy (or 5 feet of the space they occupy if the creature is Large-sized or larger) with shards of suspended broken glass. Whenever a creature enters an area of broken glass for the first time or starts its turn there, it must succeed on a Dexterity saving throw or take 2d4 slashing damage.\n\nThe shards of broken glass dissolve into harmless wisps of sand and blow away after 1 minute.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "You create one additional orb for each slot level above 2nd.", "target_type": "area", "range": "120 feet", @@ -9353,7 +9652,8 @@ "desc": "You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9384,7 +9684,8 @@ "desc": "Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2.", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The bonus to AC increases by +1 for every three slot levels above 1st.", "target_type": "creature", "range": "60 feet", @@ -9415,7 +9716,8 @@ "desc": "You imbue the target with nature's magical energy. Until the spell ends, the target becomes a magical weapon (if it wasn't already), its damage becomes 1d8, and you can use your spellcasting ability instead of Strength for melee attack and damage rolls made using it. The spell ends if you cast it again or let go of the target.", "document": "a5esrd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -9446,7 +9748,8 @@ "desc": "Electricity arcs from your hand to shock the target. Make a melee spell attack (with advantage if the target is wearing armor made of metal). On a hit, you deal 1d8 lightning damage, and the target can't take reactions until the start of its next turn as the electricity courses through its body.", "document": "a5esrd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "Touch", @@ -9477,7 +9780,8 @@ "desc": "Until the spell ends, a bubble of silence envelops the area, and no sound can travel in or out of it.\n\nWhile in the area a creature is deafened and immune to thunder damage. Casting a spell that requires a vocalized component is impossible while within the area.", "document": "a5esrd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9508,7 +9812,8 @@ "desc": "You create an illusory image of a creature, object, or other visible effect within the area. The illusion is purely visual, it cannot produce sound or smell, and items and other creatures pass through it.\n\nAs an action, you can move the image to any point within range. The image's movement can be natural and lifelike (for example, a ball will roll and a bird will fly).\n\nA creature can spend an action to make an Investigation check against your spell save DC to determine if the image is an illusion. On a success, it is able to see through the image.", "document": "a5esrd", "level": 1, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9539,7 +9844,8 @@ "desc": "You sculpt an illusory duplicate of the target from ice and snow. The duplicate looks exactly like the target and uses all the statistics of the original, though it is formed without any gear, and has only half of the target's hit point maximum. The duplicate is a creature, can take actions, and be affected like any other creature. If the target is able to cast spells, the duplicate cannot cast spells of 7th-level or higher.\n\nThe duplicate is friendly to you and creatures you designate. It follows your spoken commands, and moves and acts on your turn in combat. It is a static creature and it does not learn, age, or grow, so it never increases in levels and cannot regain any spent spell slots.\n\nWhen the simulacrum is damaged you can repair it in an alchemy lab using components worth 100 gold per hit point it regains. The simulacrum remains until it is reduced to 0 hit points, at which point it crumbles into snow and melts away immediately.\n\nIf you cast this spell again, any existing simulacrum you have created with this spell is instantly destroyed.", "document": "a5esrd", "level": 7, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -9570,7 +9876,8 @@ "desc": "You send your enemies into a magical slumber.\n\nStarting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area fall unconscious in ascending order according to their hit points. Slumbering creatures stay asleep until the spell ends, they take damage, or someone uses an action to physically wake them.\n\nAs each target falls asleep, subtract its hit points from the total before moving on to the next target.\n\nA target's hit points must be equal to or less than the total remaining for the spell to have any effect.\n\nIf the spell puts no creatures to sleep, the creature in the area with the lowest hit point total is rattled until the beginning of its next turn.\n\nConstructs and undead are not affected by this spell.", "document": "a5esrd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The spell affects an additional 2d10 hit points worth of creatures for each slot level above 1st.", "target_type": "point", "range": "60 feet", @@ -9601,7 +9908,8 @@ "desc": "You conjure a storm of freezing rain and sleet in the area. The ground in the area is covered with slick ice that makes it difficult terrain, exposed flames in the area are doused, and the area is heavily obscured.\n\nWhen a creature enters the area for the first time on a turn or starts its turn there, it makes a Dexterity saving throw or falls prone.\n\nWhen a creature concentrating on a spell starts its turn in the area or first enters into the area on a turn, it makes a Constitution saving throw or loses concentration.", "document": "a5esrd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9632,7 +9940,8 @@ "desc": "You alter the flow of time around your targets and they become slowed. On a successful saving throw, a target is rattled until the end of its next turn.\n\nIn addition, if a slowed target casts a spell with a casting time of 1 action, roll a d20\\. On an 11 or higher, the target doesn't finish casting the spell until its next turn. The target must use its action on that turn to complete the spell or the spell fails.\n\nAt the end of each of its turns, a slowed target repeats the saving throw to end the spell's effect on it.", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9663,7 +9972,8 @@ "desc": "The target's hands harden with inner power, turning dexterous fingers into magical iron cudgels.\n\nUntil the spell ends, the target drops anything it is holding and cannot use its hands to grasp objects or perform complex tasks. A target can still cast any spell that does not specifically require its hands.\n\nWhen making unarmed strikes, the target can use its spellcasting ability or Dexterity (its choice) instead of Strength for the attack and damage rolls of unarmed strikes. In addition, the target's unarmed strikes deal 1d8 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -9694,7 +10004,8 @@ "desc": "A jolt of healing energy flows through the target and it becomes stable.", "document": "a5esrd", "level": 0, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9725,7 +10036,8 @@ "desc": "You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness is filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things they have recently perceived. At the Narrator's discretion, you might be able to persuade a beast to perform a small favor for you.", "document": "a5esrd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9756,7 +10068,8 @@ "desc": "You call forth the target's memories, animating it enough to answer 5 questions. The corpse's knowledge is limited: it knows only what it knew in life and cannot learn new information or speak about anything that has occurred since its death. It speaks only in the languages it knew, and is under no compulsion to offer a truthful answer if it has reason not to. Answers might be brief, cryptic, or repetitive.\n\nThis spell does not return a departed soul, nor does it have any effect on an undead corpse, or one without a mouth.", "document": "a5esrd", "level": 3, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9787,7 +10100,8 @@ "desc": "Your voice takes on a magical timbre, awakening the targets to limited sentience. Until the spell ends, the targets can communicate with you and follow simple commands, telling you about recent events including creatures that have passed, weather, and nearby locations.\n\nThe targets have a limited mobility: they can move their branches, tendrils, and stalks freely. This allows them to turn ordinary terrain into difficult terrain, or make difficult terrain caused by vegetation into ordinary terrain for the duration as vines and branches move at your request. This spell can also release a creature restrained by an entangle spell.\n\nAt the Narrator's discretion the targets may be able to perform other tasks, though each must remain rooted in place. If a plant creature is in the area, you can communicate with it but it is not compelled to follow your requests.", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9818,7 +10132,8 @@ "desc": "The target gains the ability to walk on walls and upside down on ceilings, as well as a climbing speed equal to its base Speed.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "You can affect one additional target for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -9849,7 +10164,8 @@ "desc": "You cause sharp spikes and thorns to sprout in the area, making it difficult terrain. When a creature enters or moves within the area, it takes 2d4 piercing damage for every 5 feet it travels.\n\nYour magic causes the ground to look natural. A creature that can't see the area when the spell is cast can spot the hazardous terrain just before entering it by making a Perception check against your spell save DC.", "document": "a5esrd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9882,7 +10198,8 @@ "desc": "You call down spirits of divine fury, filling the area with flitting spectral forms. You choose the form taken by the spirits.\n\nCreatures of your choice halve their Speed while in the area. When a creature enters the area for the first time on a turn or starts its turn there, it takes 3d6 radiant or necrotic damage (your choice).", "document": "a5esrd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "area", "range": "Self", @@ -9916,7 +10233,8 @@ "desc": "You create a floating, incandescent weapon with an appearance of your choosing and use it to attack your enemies. On the round you cast it, you can make a melee spell attack against a creature within 5 feet of the weapon that deals force damage equal to 1d8 + your spellcasting ability modifier.\n\nAs a bonus action on subsequent turns until the spell ends, you can move the weapon up to 20 feet and make another attack against a creature within 5 feet of it.", "document": "a5esrd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d8 for every two slot levels above 2nd.", "target_type": "creature", "range": "60 feet", @@ -9947,7 +10265,8 @@ "desc": "You throw a mushroom at a point within range and detonate it, creating a cloud of spores that fills the area. The cloud of spores travels around corners, and the area is considered lightly obscured for everyone except you. Creatures and objects within the area are covered in spores.\n\nUntil the spell ends, you know the exact location of all affected objects and creatures. Any attack roll you make against an affected creature or object has advantage, and the affected creatures and objects can't benefit from being invisible.", "document": "a5esrd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -9978,7 +10297,8 @@ "desc": "You create a roiling, noxious cloud that hinders creatures and leaves them retching. The cloud spreads around corners and lingers in the air until the spell ends.\n\nThe area is heavily obscured. A creature in the area at the start of its turn makes a Constitution saving throw or uses its action to retch and reel.\n\nCreatures that don't need to breathe or are immune to poison automatically succeed on the save.\n\nA moderate wind (10 miles per hour) disperses the cloud after 4 rounds, a strong wind (20 miles per hour) after 1 round.", "document": "a5esrd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The spell's area increases by 5 feet for every 2 slot levels above 3rd.", "target_type": "creature", "range": "120 feet", @@ -10009,7 +10329,8 @@ "desc": "You reshape the target into any form you choose.\n\nFor example, you could shape a large rock into a weapon, statue, or chest, make a small passage through a wall (as long as it isn't more than 5 feet thick), seal a stone door shut, or create a hiding place. The target can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "document": "a5esrd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "You may select one additional target for every slot level above 4th.", "target_type": "object", "range": "Touch", @@ -10040,7 +10361,8 @@ "desc": "Until the spell ends, the target's flesh becomes as hard as stone and it gains resistance to nonmagical bludgeoning, piercing, and slashing damage.", "document": "a5esrd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When using a 7th-level spell slot, the target gains resistance to magical bludgeoning, piercing, and slashing damage.", "target_type": "creature", "range": "Touch", @@ -10071,7 +10393,8 @@ "desc": "You must be able to move in order to cast this spell.\n\nYou leap into the air and flash across the battlefield, arriving feet-first with the force of a thunderbolt. As part of casting this spell, make a ranged spell attack against a creature you can see within range. If you hit, you instantly flash to an open space of your choosing adjacent to the target, dealing bludgeoning damage equal to 1d6 + your spellcasting modifier plus 3d8 thunder damage and 6d8 lightning damage. If your unarmed strike normally uses a larger die, use that instead of a d6\\. If you miss, you may still choose to teleport next to the target.", "document": "a5esrd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When using a 6th-level spell slot or higher, if you are able to make more than one attack when you take the Attack action, you may make an additional melee weapon attack against the target. When using a 7th-level spell slot, you may choose an additional target within 30 feet of the target for each spell slot level above 6th, forcing each additional target to make a Dexterity saving throw or take 6d8 lightning damage.", "target_type": "creature", "range": "120 feet", @@ -10102,7 +10425,8 @@ "desc": "You conjure a churning storm cloud that spreads to cover the target area. As it forms, lightning and thunder mix with howling winds, and each creature beneath the cloud makes a Constitution saving throw or takes 2d6 thunder damage and becomes deafened for 5 minutes.\n\nUntil the spell ends, at the start of your turn the cloud produces additional effects: Round 2\\. Acidic rain falls throughout the area dealing 1d6 acid damage to each creature and object beneath the cloud.\n\nRound 3\\. Lightning bolts strike up to 6 creatures or objects of your choosing that are beneath the cloud (no more than one bolt per creature or object). A creature struck by this lightning makes a Dexterity saving throw, taking 10d6 lightning damage on a failed save, or half damage on a successful save.\n\nRound 4\\. Hailstones fall throughout the area dealing 2d6 bludgeoning damage to each creature beneath the cloud.\n\nRound 5�10\\. Gusts and freezing rain turn the area beneath the cloud into difficult terrain that is heavily obscured. Ranged weapon attacks are impossible while a creature or its target are beneath the cloud. When a creature concentrating on a spell starts its turn beneath the cloud or enters into the area, it makes a Constitution saving throw or loses concentration. Gusts of strong winds between 20�50 miles per hour automatically disperse fog, mists, and similar effects (whether mundane or magical). Finally, each creature beneath the cloud takes 1d6 cold damage.", "document": "a5esrd", "level": 9, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Sight", @@ -10135,7 +10459,8 @@ "desc": "Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The target is magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the target to perform an action that is obviously harmful to it ends the spell.\n\nThe target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell, and if it requires less time the spell ends after the target has carried out the activity.\n\nYou may specify trigger conditions that cause the target to perform a specific activity while the spell lasts. For example, you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends, the specific activity isn't performed.\n\nAny damage done to the target by you or an ally ends the spell for that creature.", "document": "a5esrd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When using a 4th-level spell slot, the duration is concentration, up to 24 hours. When using a 5th-level spell slot, the duration is 7 days. When using a 7th-level spell slot, the duration is 1 year. When using a 9th-level spell slot, the suggestion lasts until it is dispelled.\n\nAny use of a 5th-level or higher spell slot grants a duration that doesn't require concentration.", "target_type": "creature", "range": "30 feet", @@ -10166,7 +10491,8 @@ "desc": "Oozes and undead have disadvantage on saving throws made to resist this spell. A beam of radiant sunlight streaks from your hand. Each creature in the area takes 6d8 radiant damage and is blinded for 1 round.\n\nUntil the spell ends, you can use an action on subsequent turns to create a new beam of sunlight and a mote of brilliant radiance lingers on your hand, shedding bright light in a 30-foot radius and dim light an additional 30 feet. This light is sunlight.", "document": "a5esrd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When using an 8th-level spell slot the damage increases by 1d8.", "target_type": "creature", "range": "Self", @@ -10199,7 +10525,8 @@ "desc": "Oozes and undead have disadvantage on saving throws made to resist this spell. You create a burst of radiant sunlight that fills the area. Each creature in the area takes 12d6 radiant damage and is blinded for 1 minute. A creature blinded by this spell repeats its saving throw at the end of each of its turns, ending the blindness on a successful save.\n\nThis spell dispels any magical darkness in its area.", "document": "a5esrd", "level": 8, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When using a 9th-level spell slot the damage increases by 2d6.", "target_type": "area", "range": "120 feet", @@ -10232,7 +10559,8 @@ "desc": "You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.\n\nDescribe the actions a creature must perform to trigger the spell, such as approaching within a certain distance, opening or touching the object the glyph is inscribed on, or seeing or reading the glyph. The creature must have a clear path to the glyph to trigger it. You can specify certain creatures which don't trigger the spell, such as those with a certain appearance or those who speak a certain phrase. Once the glyph is triggered, the spell ends.\n\nWhen triggered, the glyph sheds dim light in a 60-foot radius for 10 minutes, after which the spell ends. Each creature within the sphere's area is targeted by the glyph, as are creatures that enter the sphere for the first time on a turn.\n\nWhen you cast the spell, choose one of the following effects.\n\nDeath: Creatures in the area make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much on a successful save.\n\nDiscord: Creatures in the area make a Constitution saving throw or bicker and argue with other creatures for 1 minute. While bickering, a creature cannot meaningfully communicate and it has disadvantage on attack rolls and ability checks.\n\nConfused: Creatures in the area make an Intelligence saving throw or become confused for 1 minute.\n\nFear: Creatures in the area make a Wisdom saving throw or are frightened for 1 minute.\n\nWhile frightened, a creature drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns.\n\nHopelessness: Creatures in the area make a Charisma saving throw or become overwhelmed with despair for 1 minute. While despairing, a creature can't attack or target any creature with harmful features, spells, traits, or other magical effects.\n\nPain: Creatures in the area make a Constitution saving throw or become incapacitated for 1 minute.\n\nSleep: Creatures in the area make a Wisdom saving throw or fall unconscious for 10 minutes.\n\nA sleeping creature awakens if it takes damage or an action is used to wake it.\n\nStunning: Creatures in the area make a Wisdom saving throw or become stunned for 1 minute.", "document": "a5esrd", "level": 7, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10263,7 +10591,8 @@ "desc": "You quietly play a tragedy, a song that fills those around you with magical sorrow. Each creature in the area makes a Charisma saving throw at the start of its turn. On a failed save, a creature takes 2d4 psychic damage, it spends its action that turn crying, and it can't take reactions until the start of its next turn. Creatures that are immune to the charmed condition automatically succeed on this saving throw.\n\nIf a creature other than you hears the entire song (remaining within the spell's area from the casting through the duration) it is so wracked with sadness that it is stunned for 1d4 rounds.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 4, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The damage increases by 2d4 for each slot level above 4th.", "target_type": "creature", "range": "Self", @@ -10296,7 +10625,8 @@ "desc": "You move the target with the power of your mind.\n\nUntil the spell ends you can use an action on subsequent turns to pick a new target or continue to affect the same target. Depending on whether you target a creature or an object, the spell has the following effects:\n\n**Creature.** The target makes a Strength check against your spell save DC or it is moved up to 30 feet in any direction and restrained (even in mid-air) until the end of your next turn. You cannot move a target beyond the range of the spell.\n\n**Object.** You move the target 30 feet in any direction. If the object is worn or carried by a creature, that creature can make a Strength check against your spell save DC. If the target fails, you pull the object away from that creature and can move it up to 30 feet in any direction, but not beyond the range of the spell.\n\nYou can use telekinesis to finely manipulate objects as though you were using them yourself—you can open doors and unscrew lids, dip a quill in ink and make it write, and so on.", "document": "a5esrd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When using an 8th-level spell slot, this spell does not require your concentration.", "target_type": "creature", "range": "60 feet", @@ -10327,7 +10657,8 @@ "desc": "Until the spell ends, a telepathic link connects the minds of the targets. So long as they remain on the same plane of existence, targets may communicate telepathically with each other regardless of language and across any distance.", "document": "a5esrd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell's duration increases by 1d4 hours for each slot level above 5th.", "target_type": "creature", "range": "30 feet", @@ -10358,7 +10689,8 @@ "desc": "You teleport the targets instantly across vast distances. When you cast this spell, choose a destination. You must know the location you're teleporting to, and it must be on the same plane of existence.\n\nTeleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you're teleporting to. When you teleport, the Narrator rolls 1d100 and consults Table: Teleport Familiarity.\n\nFamiliarity is determined as follows: Permanent Circle: A permanent teleportation circle whose sigil sequence you know (see teleportation circle).\n\nAssociated Object: You have an object taken from the target location within the last 6 months, such as a piece of wood from the pew in a grand temple or a pinch of grave dust from a vampire's hidden redoubt.\n\nVery Familiar: A place you have frequented, carefully studied, or can see at the time you cast the spell.\n\nSeen Casually: A place you have seen more than once but don't know well. This could be a castle you've passed by but never visited, or the farms you look down on from your tower of ivory.\n\nViewed Once: A place you have seen once, either in person or via magic.\n\nDescription: A place you only know from someone else's description (whether spoken, written, or even marked on a map).\n\nFalse Destination: A place that doesn't actually exist. This typically happens when someone deceives you, either intentionally (like a wizard creating an illusion to hide their actual tower) or unintentionally (such as when the location you attempt to teleport to no longer exists).\n\nYour arrival is determined as follows: On Target: You and your targets arrive exactly where you mean to.\n\nOff Target: You and your targets arrive some distance away from the target in a random direction. The further you travel, the further away you are likely to arrive. You arrive off target by a number of miles equal to 1d10 × 1d10 percent of the total distance of your trip.\n\nIf you tried to travel 1, 000 miles and roll a 2 and 4 on the d10s, you land 6 percent off target and arrive 60 miles away from your intended destination in a random direction. Roll 1d8 to randomly determine the direction: 1—north, 2 —northeast, 3 —east, 4 —southeast, 5—south, 6 —southwest, 7—west, 8—northwest.\n\nSimilar Location: You and your targets arrive in a different location that somehow resembles the target area. If you tried to teleport to your favorite inn, you might end up at a different inn, or in a room with much of the same decor.\n\nTypically you appear at the closest similar location, but that is not always the case.\n\nMishap: The spell's magic goes awry, and each teleporting creature or object takes 3d10 force damage. The Narrator rerolls on the table to determine where you arrive. When multiple mishaps occur targets take damage each time.", "document": "a5esrd", "level": 7, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Special", @@ -10391,7 +10723,8 @@ "desc": "You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.\n\nPermanent teleportation circles are commonly found within major temples, guilds, and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.\n\nWhen you cast teleportation circle, you inscribe runes that match the sigil sequence of a teleportation circle you know. When you first gain the ability to cast this spell, you learn the sigil sequences for 2 destinations on the Material Plane, determined by the Narrator. You can learn a new sigil sequence with 1 minute of observation and study.\n\nCasting the spell in the same location every day for a year creates a permanent teleportation circle with its own unique sigil sequence. You do not need to teleport when casting the spell to make a permanent destination.", "document": "a5esrd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10422,7 +10755,8 @@ "desc": "You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:\n\n* Your voice booms up to three times louder than normal\n* You cause flames to flicker, brighten, dim, or change color\n* You send harmless tremors throughout the ground.\n* You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon's roar at a point of your choosing within range.\n* You instantaneously cause an unlocked door or window to fly open or slam shut.\n* You alter the appearance of your eyes.\n\nLingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn.", "document": "a5esrd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -10453,7 +10787,8 @@ "desc": "You create a wave of thunderous force, damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you.\n\nUnsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -10484,7 +10819,8 @@ "desc": "You stop time, granting yourself extra time to take actions. When you cast the spell, the world is frozen in place while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThe spell ends if you move more than 1, 000 feet from where you cast the spell, or if you affect either a creature other than yourself or an object worn or carried by someone else.", "document": "a5esrd", "level": 9, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10515,7 +10851,8 @@ "desc": "You create an immobile dome of protective force that provides shelter and can be used as a safe haven (Chapter 4: Exploration in Trials & Treasures). The dome is of a color of your choosing, can't be seen through from the outside, is transparent on the inside, and can fit up to 10 Medium creatures (including you) within.\n\nThe dome prevents inclement weather and environmental effects from passing through it, though creatures and objects may pass through freely. Spells and other magical effects can't cross the dome in either direction, and the dome provides a comfortable dry interior no matter the conditions outside of it. You can command the interior to become dimly lit or dark at any time on your turn.\n\nThe spell fails if a Large creature or more than 10 creatures are inside the dome. The spell ends when you leave the dome.", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10546,7 +10883,8 @@ "desc": "The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.", "document": "a5esrd", "level": 3, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10577,7 +10915,8 @@ "desc": "You create a magical pathway between the target and a second plant that you've seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.", "document": "a5esrd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10608,7 +10947,8 @@ "desc": "Until the spell ends, creatures have disadvantage on Sleight of Hand checks made against the target.\n\nIf a creature fails a Sleight of Hand check to steal from the target, the ward creates a loud noise and a flash of bright light easily heard and seen by creatures within 100 feet.", "document": "a5esrd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10639,7 +10979,8 @@ "desc": "Until the spell ends, once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree. If you have no movement left, you appear within 5 feet of the tree you entered.", "document": "a5esrd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "Target one additional creature within reach for each slot level above 5th.", "target_type": "creature", "range": "Self", @@ -10670,7 +11011,8 @@ "desc": "The target is transformed until it drops to 0 hit points or the spell ends. You can make the transformation permanent by concentrating on the spell for the full duration.\n\nCreature into Creature: The target's body is transformed into a creature with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating, use its level.\n\nThe target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen creature. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.\n\nObject into Creature: The target is transformed into any kind of creature, as long as the creature's size isn't larger than the object's size and it has a Challenge Rating of 9 or less. The creature is friendly to you and your allies and acts on each of your turns. You decide what action it takes and how it moves. The Narrator has the creature's statistics and resolves all of its actions and movement.\n\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n\nCreature into Object: You turn the target and whatever it is wearing and carrying into an object. The target's game statistics are replaced by the statistics of the chosen object. The target has no memory of time spent in this form, and when the spell ends it returns to its normal form.", "document": "a5esrd", "level": 9, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -10701,7 +11043,8 @@ "desc": "Provided the target's soul is willing and able to return to its body, it returns to life with all of its hit points.\n\nThe spell cures any poisons and diseases that affected the target at the time of death, closes all mortal wounds, and restores any missing body parts.\n\nIf no body (or body parts) exist, you can still cast the spell but must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. This option requires diamonds worth at least 50, 000 gold (consumed by the spell).", "document": "a5esrd", "level": 9, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10732,7 +11075,8 @@ "desc": "Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.", "document": "a5esrd", "level": 6, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10763,7 +11107,8 @@ "desc": "You gain an innate understanding of the defenses of a creature or object in range. You have advantage on your first attack roll made against the target before the end of your next turn.", "document": "a5esrd", "level": 0, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10794,7 +11139,8 @@ "desc": "A meteor ripped from diabolical skies streaks through the air and explodes at a point you can see 100 feet directly above you. The spell fails if you can't see the point where the meteor explodes.\n\nEach creature within range that can see the meteor (other than you) makes a Dexterity saving throw or is blinded until the end of your next turn. Fiery chunks of the meteor then plummet to the ground at different areas you choose within range. Each creature in an area makes a Dexterity saving throw, taking 6d6 fire damage and 6d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature in more than one area is affected only once.\n\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", "document": "a5esrd", "level": 7, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -10825,7 +11171,8 @@ "desc": "You create an invisible, mindless, shapeless force to perform simple tasks. The servant appears in an unoccupied space on the ground that you can see and endures until it takes damage, moves more than 60 feet away from you, or the spell ends. It has AC 10, a Strength of 2, and it can't attack.\n\nYou can use a bonus action to mentally command it to move up to 15 feet and interact with an object.\n\nThe servant can do anything a humanoid servant can do —fetching things, cleaning, mending, folding clothes, lighting fires, serving food, pouring wine, and so on. Once given a command the servant performs the task to the best of its ability until the task is completed, then waits for its next command.", "document": "a5esrd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "You create an additional servant for each slot level above 1st.", "target_type": "point", "range": "60 feet", @@ -10856,7 +11203,8 @@ "desc": "Shadows roil about your hand and heal you by siphoning away the life force from others. On the round you cast it, and as an action on subsequent turns until the spell ends, you can make a melee spell attack against a creature within your reach.\n\nOn a hit, you deal 3d6 necrotic damage and regain hit points equal to half the amount of necrotic damage dealt.", "document": "a5esrd", "level": 3, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -10887,7 +11235,8 @@ "desc": "You cause a searing poison to burn quickly through the target's wounds, dealing 1d6 poison damage. The target regains 2d4 hit points at the start of each of its turns for the next 1d4+1 rounds.", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "For each slot level above 2nd, the initial damage increases by 1d6 and target regains an additional 1d4 hit points.", "target_type": "point", "range": "Touch", @@ -10918,7 +11267,8 @@ "desc": "You verbally insult or mock the target so viciously its mind is seared. As long as the target hears you (understanding your words is not required) it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.", "document": "a5esrd", "level": 0, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -10951,7 +11301,8 @@ "desc": "You create a wall of fire on a solid surface. The wall can be up to 60 feet long (it does not have to be a straight line; sections of the wall can angle as long as they are contiguous), 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall blocks sight.\n\nWhen the wall appears, each creature within its area makes a Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful save.\n\nOne side of the wall (chosen when the spell is cast) deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall itself for the first time on a turn or ends its turn there. The other side of the wall deals no damage.", "document": "a5esrd", "level": 4, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "120 feet", @@ -10982,7 +11333,8 @@ "desc": "A squirming wall of bodies, groping arms and tentacles, and moaning, biting mouths heaves itself up from the ground at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. The wall can have any shape you desire.\n\nIf the wall enters a creature's space when it appears, the creature makes a Dexterity saving throw, and on a success it moves up to its Speed to escape. On a failed save, it is swallowed by the wall (as below).\n\nWhen a creature enters the area for the first time on a turn or starts its turn within 10 feet of the wall, tentacles and arms reach out to grab it. The creature makes a Dexterity saving throw or takes 5d8 bludgeoning damage and becomes grappled. If the creature was already grappled by the wall at the start of its turn and fails its saving throw, a mouth opens in the wall and swallows the creature.\n\nA creature swallowed by the wall takes 5d8 ongoing bludgeoning damage and is blinded, deafened, and restrained.\n\nA creature grappled or restrained by the wall can use its action to make a Strength saving throw against your spell save DC. On a success, a grappled creature frees itself and a restrained creature claws its way out of the wall's space, exiting to an empty space next to the wall and still grappled.", "document": "a5esrd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above the 6th.", "target_type": "point", "range": "120 feet", @@ -11015,7 +11367,8 @@ "desc": "You create an invisible wall of force at a point you choose. The wall is a horizontal or vertical barrier, or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere, either with a radius of up to 10 feet. You may also choose to create a flat surface made up of a contiguous group of ten 10-foot square sections. The wall is 1/4 inch thick.\n\nIf the wall enters a creature's space when it appears, the creature is pushed to one side of the wall (your choice), but when a creature would be surrounded on all sides by the wall (or the wall and another solid surface), it can use its reaction to make a Dexterity saving throw to move up to its Speed to escape. Any creature without a special sense like blindsight has disadvantage on this saving throw.\n\nNothing can physically pass through the wall.\n\nIt can be destroyed with dispel magic cast using a spell slot of at least 5th-level or by being dealt at least 25 force damage at once. It is otherwise immune to damage. The wall also extends into the Ethereal Plane, blocking ethereal travel through it.", "document": "a5esrd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -11046,7 +11399,8 @@ "desc": "You create a wall of ice on a solid surface. You can form it into a hemispherical dome or a sphere, either with a radius of up to 10 feet. You may also choose to create a flat surface made up of a contiguous group of ten 10-foot square sections. The wall is 1 foot thick.\n\nIf the wall enters a creature's space when it appears, the creature is pushed to one side of it (your choice).\n\nIn addition, the creature makes a Dexterity saving throw, taking 10d6 cold damage on a failed save, or half as much damage on a success.\n\nThe wall is an object with vulnerability to fire damage, with AC 12 and 30 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 cold damage on a failed save, or half as much damage on a successful one.", "document": "a5esrd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.", "target_type": "creature", "range": "120 feet", @@ -11077,7 +11431,8 @@ "desc": "A nonmagical wall of solid stone appears at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. Alternatively, you can create 10-foot-by-20- foot sections that are only 3 inches thick.\n\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object.\n\nThe wall doesn't need to be vertical or rest on any firm foundation but must merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\nIf the wall enters a creature's space when it appears, the creature is pushed to one side of the wall (your choice), but when a creature would be surrounded on all sides by the wall (or the wall and another solid surface), it can use its reaction to make a Dexterity saving throw to move up to its Speed to escape.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.\n\nThe wall is an object made of stone. Each panel has AC 15 and 30 hit points per inch of thickness.\n\nReducing a panel to 0 hit points destroys it and at the Narrator's discretion might cause connected panels to collapse.\n\nYou can make the wall permanent by concentrating on the spell for the full duration.", "document": "a5esrd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -11108,7 +11463,8 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns on a solid surface. You can choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature within its area makes a Dexterity saving throw, taking 7d8 piercing damage on a failed save, or half as much damage on a successful save.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. The first time a creature enters the wall on a turn or ends its turn there, it makes a Dexterity saving throw, taking 7d8 slashing damage on a failed save, or half as much damage on a successful save.", "document": "a5esrd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "Damage dealt by the wall increases by 1d8 for each slot level above 6th.", "target_type": "creature", "range": "120 feet", @@ -11139,7 +11495,8 @@ "desc": "Until the spell ends, the target is warded by a mystic connection between it and you. While the target is within 60 feet it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Each time it takes damage, you take an equal amount of damage.\n\nThe spell ends if you are reduced to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if you use an action to dismiss it, or if the spell is cast again on either you or the target.", "document": "a5esrd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "The duration increases by 1 hour for each slot level above 2nd.", "target_type": "point", "range": "Touch", @@ -11170,7 +11527,8 @@ "desc": "Your senses sharpen, allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes. Until the spell ends, creatures cannot gain bonuses (like those granted by bless or expertise dice) or advantage on attack rolls against you. In addition, none of your movement provokes opportunity attacks, and you ignore nonmagical difficult terrain. Finally, you can end the spell early to treat a single weapon attack roll as though you had rolled a 15 on the d20.", "document": "a5esrd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "For each slot level above 5th, you can also apply this spell's benefits to an additional creature you can see within 30 feet.", "target_type": "creature", "range": "Self", @@ -11201,7 +11559,8 @@ "desc": "Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -11232,7 +11591,8 @@ "desc": "Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it was solid ground.\n\nCreatures can still take damage from surfaces that would deliver damage from corrosion or extreme temperatures, but they do not sink while moving across it.\n\nA target submerged in a liquid is moved to the surface of the liquid at a rate of 60 feet per round.", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The duration increases by 1 hour for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -11263,7 +11623,8 @@ "desc": "Thick, sticky webs fill the area, lightly obscuring it and making it difficult terrain.\n\nYou must anchor the webs between two solid masses (such as walls or trees) or layer them across a flat surface. If you don't the conjured webs collapse and at the start of your next turn the spell ends.\n\nWebs layered over a flat surface are 5 feet deep.\n\nEach creature that starts its turn in the webs or that enters them during its turn makes a Dexterity saving throw or it is restrained as long as it remains in the webs (or until the creature breaks free).\n\nA creature restrained by the webs can escape by using its action to make a Strength check against your spell save DC.\n\nAny 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "document": "a5esrd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When using a 4th-level spell slot, you also summon a giant wolf spider in an unoccupied space within the web's area. When using a 6th-level spell slot, you summon up to two spiders.\n\nWhen using a 7th-level spell slot, you summon up to three spiders. The spiders are friendly to you and your companions. Roll initiative for the spiders as a group, which have their own turns. The spiders obey your verbal commands, but they disappear when the spell ends or when they leave the web's area.", "target_type": "area", "range": "60 feet", @@ -11294,7 +11655,8 @@ "desc": "You create illusions which manifest the deepest fears and worst nightmares in the minds of all creatures in the spell's area. Each creature in the area makes a Wisdom saving throw or becomes frightened until the spell ends. At the end of each of a frightened creature's turns, it makes a Wisdom saving throw or it takes 4d10 psychic damage. On a successful save, the spell ends for that creature.", "document": "a5esrd", "level": 9, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -11327,7 +11689,8 @@ "desc": "You must be able to move in order to cast this spell. You leap into the air and spin like a tornado, striking foes all around you with supernatural force as you fly up to 60 feet in a straight line. Your movement (which does not provoke attacks of opportunity) must end on a surface that can support your weight or you fall as normal.\n\nAs part of the casting of this spell, make a melee spell attack against any number of creatures in the area. On a hit, you deal your unarmed strike damage plus 2d6 thunder damage. In addition, creatures in the area make a Dexterity saving throw or are either pulled 10 feet closer to you or pushed 10 feet away (your choice).", "document": "a5esrd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The extra thunder damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -11358,7 +11721,8 @@ "desc": "You wind your power up like a spring. You gain advantage on the next melee attack roll you make before the end of the spell's duration, after which the spell ends.", "document": "a5esrd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11389,7 +11753,8 @@ "desc": "The targets assume a gaseous form and appear as wisps of cloud. Each target has a flying speed of 300 feet and resistance to damage from nonmagical weapons, but the only action it can take is the Dash action or to revert to its normal form (a process that takes 1 minute during which it is incapacitated and can't move).\n\nUntil the spell ends, a target can change again to cloud form (in an identical transformation process).\n\nWhen the effect ends for a target flying in cloud form, it descends 60 feet each round for up to 1 minute or until it safely lands. If the target can't land after 1 minute, the creature falls the rest of the way normally.", "document": "a5esrd", "level": 6, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -11420,7 +11785,8 @@ "desc": "A wall of strong wind rises from the ground at a point you choose. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.\n\nWhen the wall appears, each creature within its area makes a Strength saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nThe wall keeps fog, smoke, and other gases (including creatures in gaseous form) at bay. Small or smaller flying creatures or objects can't pass through. Loose, lightweight materials brought into the area fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss (larger projectiles such as boulders and siege engine attacks are unaffected).", "document": "a5esrd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 3rd.", "target_type": "point", "range": "120 feet", @@ -11451,7 +11817,8 @@ "desc": "This is the mightiest of mortal magics and alters reality itself.\n\nThe safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).\n\nYou may instead choose one of the following:\n\n* One nonmagical object of your choice that is worth up to 25, 000 gold and no more than 300 feet in any dimension appears in an unoccupied space you can see on the ground.\n* Up to 20 creatures that you can see to regain all their hit points, and each is further healed as per the greater restoration spell.\n* Up to 10 creatures that you can see gain resistance to a damage type you choose.\n* Up to 10 creatures you can see gain immunity to a single spell or other magical effect for 8 hours.\n* You force a reroll of any roll made within the last round (including your last turn). You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\n\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the Narrator as precisely as possible, being very careful in your wording. Be aware that the greater the wish, the greater the chance for an unexpected result. This spell might simply fizzle, your desired outcome might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. The Narrator has the final authority in ruling what occurs—and reality is not tampered with lightly.\n\n**_Multiple Wishes:_** The stress of casting this spell to produce any effect other than duplicating another spell weakens you. Until finishing a long rest, each time you cast a spell you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented. In addition, your Strength drops to 3 for 2d4 days (if it isn't 3 or lower already). For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast wish ever again.", "document": "a5esrd", "level": 9, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Self", @@ -11482,7 +11849,8 @@ "desc": "The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.\n\nYou must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.", "document": "a5esrd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "5 feet", @@ -11513,7 +11881,8 @@ "desc": "You call a Gargantuan monstrosity from the depths of the world to carry you and your allies across great distances. When you cast this spell, the nearest purple worm within range is charmed by you and begins moving toward a point on the ground that you can see. If there are no purple worms within range, the spell fails. The earth rumbles slightly as it approaches and breaks through the surface. Any creatures within 20 feet of that point must make a Dexterity saving throw or be knocked prone and pushed 10 feet away from it.\n\nUpon emerging, the purple worm lays down before you and opens its maw. Targets can climb inside where they are enclosed in an impervious hemispherical dome of force.\n\nOnce targets are loaded into the purple worm, nothing—not physical objects, energy, or other spell effects —can pass through the barrier, in or out, though targets in the sphere can breathe there. The hemisphere is immune to all damage, and creatures and objects inside can't be damaged by attacks or effects originating from outside, nor can a target inside the hemisphere damage anything outside it.\n\nThe atmosphere inside the dome is comfortable and dry regardless of conditions outside it.\n\nThe purple worm waits until you give it a mental command to depart, at which point it dives back into the ground and travels, without need for rest or food, as directly as possible while avoiding obstacles to a destination known to you. It travels 150 miles per day.\n\nWhen the purple worm reaches its destination it surfaces, the dome vanishes, and it disgorges the targets in its mouth before diving back into the depths again.\n\nThe purple worm remains charmed by you until it has delivered you to your destination and returned to the depths, or until it is attacked at which point the charm ends, it vomits its targets in the nearest unoccupied space as soon as possible, and then retreats to safety.", "document": "a5esrd", "level": 6, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "150 miles", @@ -11544,7 +11913,8 @@ "desc": "As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself. Over the following week, you are incapacitated and do not need air, food, or sleep. Your insides are eaten by worms, but you do not die and your skin remains intact. If you are exhumed during this time, or if the spell is otherwise interrupted, you die.\n\nAt the end of the week, the transformation is complete and your true form is permanently changed. Your appearance is unchanged but underneath your skin is a sentient mass of worms. Any creature that makes a Medicine check against your spell save DC realizes that there is something moving underneath your skin.\n\nYour statistics change in the following ways:\n\n* Your type changes to aberration, and you do not age or require sleep.\n* You cannot be healed by normal means, but you can spend an action or bonus action to consume 2d6 live worms, regaining an equal amount of hit points by adding them to your body.\n* You can sense and telepathically control all worms that have the beast type and are within 60 feet of you.\n\nIn addition, you are able to discard your shell of skin and travel as a writhing mass of worms. As an action, you can abandon your skin and pour out onto the ground. In this form you have the statistics of **swarm of insects** with the following exceptions: you keep your hit points, Wisdom, Intelligence, and Charisma scores, and proficiencies. You know but cannot cast spells in this form. You also gain a burrow speed of 10 feet. Any worms touching you instantly join with your swarm, granting you a number of temporary hit points equal to the number of worms that join with your form (maximum 40 temporary hit points). These temporary hit points last until you are no longer in this form.\n\nIf you spend an hour in the same space as a dead creature of your original form's size, you can eat its insides and inhabit its skin in the same way you once inhabited your own. While you are in your swarm form, the most recent skin you inhabited remains intact and you can move back into a previously inhabited skin in 1 minute. You have advantage on checks made to impersonate a creature while wearing its skin.", "document": "a5esrd", "level": 9, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11575,7 +11945,8 @@ "desc": "You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.\n\nAn affected creature is aware of the spell and can choose not to speak, or it might be evasive in its communications. A creature that enters the zone for the first time on its turn or starts its turn there must make a Charisma saving throw. On a failed save, the creature takes 2d4 psychic damage when it intentionally tries to mislead or occlude important information. Each time the spell damages a creature, it makes a Deception check (DC 8 + the damage dealt) or its suffering is obvious. You know whether a creature succeeds on its saving throw", "document": "a5esrd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", diff --git a/data/v2/kobold-press/deep-magic/Spell.json b/data/v2/kobold-press/deep-magic/Spell.json index e8ffdb94..bdf94035 100644 --- a/data/v2/kobold-press/deep-magic/Spell.json +++ b/data/v2/kobold-press/deep-magic/Spell.json @@ -7,7 +7,8 @@ "desc": "You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -40,7 +41,8 @@ "desc": "Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.\n", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -71,7 +73,8 @@ "desc": "You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form.\n\nAny creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 × 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal, but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.\n", "document": "deep-magic", "level": 7, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.", "target_type": "creature", "range": "60 feet", @@ -104,7 +107,8 @@ "desc": "You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area.\n", "document": "deep-magic", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.", "target_type": "point", "range": "150 feet", @@ -137,7 +141,8 @@ "desc": "You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -168,7 +173,8 @@ "desc": "You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to the target’s next oldest offspring.\n\n**Ritual Focus.** If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.", "document": "deep-magic", "level": 9, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "1 mile", @@ -199,6 +205,7 @@ "desc": "You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.", "document": "deep-magic", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -230,7 +237,8 @@ "desc": "You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:\n* you are immune to acid and poison damage and to the poisoned and stunned conditions;\n* you have resistance to nonmagical fire, piercing, and slashing damage;\n* you can’t speak, cast spells, use items or weapons, or manipulate objects;\n* your gear melds into your body and reappears when the spell ends;\n* you don't need to breathe;\n* your speed is 20 feet;\n* your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller; and\n* you gain the following action: **Melee Weapon Attack:** spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; **Hit:** 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.", "document": "deep-magic", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -261,7 +269,8 @@ "desc": "A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.", "document": "deep-magic", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.", "target_type": "creature", "range": "60 feet", @@ -294,7 +303,8 @@ "desc": "When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy’s spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.\n", "document": "deep-magic", "level": 6, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.", "target_type": "creature", "range": "60 feet", @@ -325,7 +335,8 @@ "desc": "You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.", "document": "deep-magic", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -356,7 +367,8 @@ "desc": "You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -387,7 +399,8 @@ "desc": "You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.", "target_type": "creature", "range": "Touch", @@ -418,7 +431,8 @@ "desc": "This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.", "document": "deep-magic", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -449,7 +463,8 @@ "desc": "You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -480,7 +495,8 @@ "desc": "Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -511,6 +527,7 @@ "desc": "You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can’t be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action.\n", "document": "deep-magic", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.", "target_type": "point", @@ -542,7 +559,8 @@ "desc": "You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life.\n\nUntil the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.", "document": "deep-magic", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "10 feet", @@ -573,7 +591,8 @@ "desc": "You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC.\n\nAlso, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.", "document": "deep-magic", "level": 1, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -604,7 +623,8 @@ "desc": "You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.\n", "document": "deep-magic", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.", "target_type": "creature", "range": "Touch", @@ -635,7 +655,8 @@ "desc": "**Animate greater undead** creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.\n\nThe creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.\n", "document": "deep-magic", "level": 6, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.", "target_type": "creature", "range": "15 feet", @@ -666,7 +687,8 @@ "desc": "The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.", "document": "deep-magic", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).", "target_type": "creature", "range": "Touch", @@ -697,7 +719,8 @@ "desc": "Your foresight gives you an instant to ready your defenses against a magical attack. When you cast **anticipate arcana**, you have advantage on saving throws against spells and other magical effects until the start of your next turn.", "document": "deep-magic", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -728,7 +751,8 @@ "desc": "In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that's impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -759,7 +783,8 @@ "desc": "With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting **anticipate weakness**, you have advantage on attack rolls until the end of your turn.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -790,7 +815,8 @@ "desc": "The recipient of this spell gains the benefits of both [true seeing]({{ base_url }}/spells/true-seeing) and [detect magic]({{ base_url }}/spells/detect-magic) until the spell ends, and also knows the name and effect of every spell he or she witnesses during the spell’s duration.", "document": "deep-magic", "level": 8, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -821,7 +847,8 @@ "desc": "When cast on a dead or undead body, **as you were** returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal.\n\nIf as you were is cast on a corpse, its effect is identical to that of [gentle repose]({{ base_url }}/spells/gentle-repose), except that the corpse’s appearance is restored to that of a healthy, uninjured (albeit dead) person.\n\nIf the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.\n\nThis spell doesn’t confer the ability to speak on undead that normally can’t speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before.\n\nThe effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.\n\nIf this spell is cast on an undead creature that isn’t your ally or under your control, it makes a Charisma saving throw to resist the effect.", "document": "deep-magic", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -852,7 +879,8 @@ "desc": "You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Touch", @@ -883,7 +911,8 @@ "desc": "This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less.\n\nYou assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n\nYou retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak.\n\nWhen you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.", "document": "deep-magic", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -914,7 +943,8 @@ "desc": "A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.\n\nAs an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).\n", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -945,7 +975,8 @@ "desc": "When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.\n", "document": "deep-magic", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -976,7 +1007,8 @@ "desc": "Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1007,7 +1039,8 @@ "desc": "You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1038,7 +1071,8 @@ "desc": "You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.\n\nWhen a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically.\n\nA creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.", "document": "deep-magic", "level": 6, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Unlimited", @@ -1069,7 +1103,8 @@ "desc": "After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.\n\nAn awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.\n\nAn awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.\n\n| Size | HP | AC | Attack | Str | Dex | Con | Int | Wis | Cha |\n|-|-|-|-|-|-|-|-|-|-|\n| T | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | 10 | 2d6 | 2d6 | 2d6 |\n| S | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | 10 | 3d6 | 2d6 | 2d6 |\n| M | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 | 10 | 3d6 | 3d6 | 2d6 |\n| L | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | 10 | 3d6 | 3d6 | 2d6 + 2 |\n\n", "document": "deep-magic", "level": 8, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -1100,7 +1135,8 @@ "desc": "You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1131,7 +1167,8 @@ "desc": "For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1162,7 +1199,8 @@ "desc": "This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath.\n\n***Nightwing Breath (Recharge 4–6).*** You exhale shadow‐substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.", "document": "deep-magic", "level": 6, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1195,7 +1233,8 @@ "desc": "You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.\n\nThe charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action—it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute—it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest. ", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.", "target_type": "creature", "range": "30 feet", @@ -1226,7 +1265,8 @@ "desc": "You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends.", "document": "deep-magic", "level": 0, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1257,7 +1297,8 @@ "desc": "You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.\n\nThis spell has no effect on undead or constructs.\n", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -1288,7 +1329,8 @@ "desc": "You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the [bestow curse]({{ base_url }}/spells/bestow-curse) spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details.\n\nThe curse effect of binding oath can’t be dismissed by [dispel magic]({{ base_url }}/spells/dispel-magic), but it can be removed with [dispel evil and good]({{ base_url }}/spells/dispel-evil-and-good)[remove curse]({{ base_url }}/remove-curse), or [wish]({{ base_url }}/spells/wish). Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast **binding oath**. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1319,7 +1361,8 @@ "desc": "As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapon’s range, and the attack is made with disadvantage if the target is in the weapon’s long range.\n\nIf the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes 1d6 cold damage and the spell ends.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell’s damage, for both the ranged attack and the cold damage, increases by 1d6 when you reach 5th level (+1d6 and 2d6), 11th level (+2d6 and 3d6), and 17th level (+3d6 and 4d6).", "target_type": "creature", "range": "Self", @@ -1352,7 +1395,8 @@ "desc": "The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.\n\nThe creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1385,7 +1429,8 @@ "desc": "You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All‑Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.", "document": "deep-magic", "level": 0, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1416,7 +1461,8 @@ "desc": "You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1447,7 +1493,8 @@ "desc": "You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.", "document": "deep-magic", "level": 1, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "40 feet", @@ -1478,7 +1525,8 @@ "desc": "You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they're within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow.\n\nThe orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "deep-magic", "level": 8, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1509,6 +1557,7 @@ "desc": "You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cube’s area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the feathers deal an extra 1d8 force damage for each slot level above 2nd.", "target_type": "creature", @@ -1540,7 +1589,8 @@ "desc": "You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and causes the creature to become incapacitated. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well—it takes no additional damage for remaining there—but if it leaves the well and is pulled back in again, it takes damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s otherdimensional space at one time. When the spell’s duration ends, all creatures inside it tumble out in a heap, landing prone.\n", "document": "deep-magic", "level": 6, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8—and the well pulls creatures an additional 5 feet—for each slot level above 6th.", "target_type": "point", "range": "300 feet", @@ -1573,7 +1623,8 @@ "desc": "You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends.\n\nThe weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -1604,6 +1655,7 @@ "desc": "You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action.\n\nYou can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn.\n\nThe blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\n", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, either the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -1637,7 +1689,8 @@ "desc": "Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot‐square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.\n\nOn your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.", "document": "deep-magic", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1670,7 +1723,8 @@ "desc": "You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nEach creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.\n\nCreatures that can’t be charmed are immune to this spell.", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -1701,7 +1755,8 @@ "desc": "Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).\n\nAny creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1732,7 +1787,8 @@ "desc": "You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from **bless the dead** can’t become undead. The spell has no effect on living creatures or the undead.", "document": "deep-magic", "level": 0, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1763,6 +1819,7 @@ "desc": "A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\n\nThis spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of hit points to one creature within 20 feet that you can see.\n\nAdditionally, you have advantage on Charisma checks made against good creatures within 20 feet.\n\nIf any of the light created by this spell overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing points increases by 5 for each spell slot above 2nd, and the spell dispels magical darkness created by a spell of a level equal to the slot used to cast this spell.", "target_type": "point", @@ -1794,7 +1851,8 @@ "desc": "A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.", "document": "deep-magic", "level": 7, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -1827,7 +1885,8 @@ "desc": "When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.\n\nWhile the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, “Attack the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself.\n\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well.\n\nEach time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.\n\nIf the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.\n", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a 5th‑level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", "target_type": "creature", "range": "Touch", @@ -1858,7 +1917,8 @@ "desc": "When you strike a foe with a melee weapon attack, you can immediately cast **blood armor** as a bonus action. The foe you struck must contain blood; if the target doesn’t bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks.\n\nIf the creature you struck was a celestial, **blood armor** also grants you advantage on Charisma saving throws for the duration of the spell.", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1889,7 +1949,8 @@ "desc": "You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.\n\nOnce an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -1920,7 +1981,8 @@ "desc": "You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a [true resurrection]({{ base_url }}/spells/true-resurrection) or a [wish]({{ base_url }}/spells/wish) spell.", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1951,7 +2013,8 @@ "desc": "With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -1982,7 +2045,8 @@ "desc": "Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.\n", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.", "target_type": "creature", "range": "30 feet", @@ -2013,7 +2077,8 @@ "desc": "By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly.\n\nIf your quarry moves magically (such as by way of a [dimension door]({{ base_url }}/spells/dimension-door) or a [teleport]({{ base_url }}/spells/teleport) spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using [pass without trace]({{ base_url }}/spells/pass-without-trace), but it fails to locate a creature protected by [nondetection]({{ base_url }}/spells/nondetection) or by other effects that prevent [scrying]({{ base_url }}/spells/scrying) spells or cause [divination]({{ base_url }}/spells/divination) spells to fail. If your quarry moves to another plane, its trail ends without trace, but **blood spoor** picks up the trail again if the caster moves to the same plane as the quarry before the spell’s duration expires.", "document": "deep-magic", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2044,7 +2109,8 @@ "desc": "When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. **Blood tide** has no effect on undead or constructs.\n\nA bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.\n\nA [cure wounds]({{ base_url }}/spells/cure-wounds) spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.", "document": "deep-magic", "level": 0, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.", "target_type": "creature", "range": "25 feet", @@ -2075,7 +2141,8 @@ "desc": "When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isn’t stunned.\n\nCreatures without blood, such as constructs and plants, are not affected by this spell. If **blood to acid** is cast on a creature composed mainly of blood, such as a [blood elemental]({{ base_url }}/monsters/blood-elemental) or a [blood zombie]({{ base_url }}/monsters/blood-zombie), the creature is slain by the spell if its saving throw fails.", "document": "deep-magic", "level": 9, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2108,7 +2175,8 @@ "desc": "You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and Wisdom (Survival) checks to follow tracks.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration.", "target_type": "creature", "range": "Touch", @@ -2139,7 +2207,8 @@ "desc": "You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.", "target_type": "creature", "range": "40 feet", @@ -2172,7 +2241,8 @@ "desc": "You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration.\n\nCasting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -2203,7 +2273,8 @@ "desc": "The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2236,7 +2307,8 @@ "desc": "You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.\n\nChoose one of the following effects, which appears and grows immediately:\n* A field planted with vegetables of your choice, ready for harvest.\n* A thick forest of stout trees and ample undergrowth.\n* A grassland with wildflowers and fodder for grazing.\n* An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.\nLiving creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. **Bloom** counters the effects of a [desolation]({{ base_url }}/spells/desolation) spell.\n\n***Ritual Focus.*** If you expend your ritual focus, the duration becomes permanent.", "document": "deep-magic", "level": 8, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "1 mile", @@ -2267,7 +2339,8 @@ "desc": "You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.\n", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "30 feet", @@ -2300,7 +2373,8 @@ "desc": "You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "point", "range": "60 feet", @@ -2333,7 +2407,8 @@ "desc": "You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures.\n\nChoose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.\n", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.", "target_type": "area", "range": "60 feet", @@ -2364,6 +2439,7 @@ "desc": "You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell.\n\n| D6 | EFFECT |\n|-|-|\n| 1 | 2d10 acid damage to all creatures within 10 feet of the target |\n| 2 | 2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide line between the weapon and the target |\n| 3 | 2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user’s next turn |\n| 4 | 2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon |\n| 5 | 2d10 force damage to the target, and the target is pushed 20 feet |\n| 6 | 2d10 psychic damage to the target, and the target is stunned until the start of the weapon user’s next turn |\n\n", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd.", "target_type": "creature", @@ -2395,7 +2471,8 @@ "desc": "You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone.\n\nCreatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.\n\nCreatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.\n\nThe ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -2428,7 +2505,8 @@ "desc": "By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting **bottled arcana** and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.\n\nAs an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). [Dispel magic]({{ base_url }}/spells/dispel-magic) cast on the container targets **bottled arcana**, not the spell inside. If **bottled arcana** is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.\n\nUntil the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally.\n", "document": "deep-magic", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.", "target_type": "creature", "range": "Touch", @@ -2459,7 +2537,8 @@ "desc": "When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head.\n\nThe spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.\n\nAt any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.\n\nWhen you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains cease to exist.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2490,6 +2569,7 @@ "desc": "You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.", "document": "deep-magic", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2521,7 +2601,8 @@ "desc": "When you cast **breeze compass**, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.", "document": "deep-magic", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -2552,7 +2633,8 @@ "desc": "You infuse an ordinary flask of alchemist's fire with magical brimstone. While so enchanted, the alchemist's fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist's fire returns to its normal properties after 24 hours.", "document": "deep-magic", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -2583,7 +2665,8 @@ "desc": "This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object’s hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell’s casting. If the object isn’t shattered during this time, it reverts to the state it was in before the spell was cast.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -2614,7 +2697,8 @@ "desc": "When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.\n", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.", "target_type": "creature", "range": "10 feet", @@ -2645,7 +2729,8 @@ "desc": "The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -2676,7 +2761,8 @@ "desc": "Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s glow.\n\nThe glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.", "document": "deep-magic", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -2707,7 +2793,8 @@ "desc": "You conjure a [shadow mastiff]({{ base_url }}/monsters/shadow-mastiff) from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.\n\nThe mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part.\n\nThe mastiff disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2738,7 +2825,8 @@ "desc": "While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.\n", "document": "deep-magic", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -2769,7 +2857,8 @@ "desc": "**Candle’s insight** is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true.\n\n**Candle’s insight** is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -2800,7 +2889,8 @@ "desc": "At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component.\n\nThe spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2831,7 +2921,8 @@ "desc": "You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.\n", "document": "deep-magic", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.", "target_type": "object", "range": "400 feet", @@ -2864,7 +2955,8 @@ "desc": "You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.\n\nWhether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.\n", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -2897,7 +2989,8 @@ "desc": "Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.", "target_type": "creature", "range": "Self", @@ -2930,7 +3023,8 @@ "desc": "A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "deep-magic", "level": 8, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2963,7 +3057,8 @@ "desc": "Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "Touch", @@ -2996,7 +3091,8 @@ "desc": "You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts.\n\nThe effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.\n", "document": "deep-magic", "level": 7, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.\n\n***Ritual Focus.*** If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.", "target_type": "area", "range": "90 feet", @@ -3027,7 +3123,8 @@ "desc": "Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.", "document": "deep-magic", "level": 5, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -3060,7 +3157,8 @@ "desc": "You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that’s restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time.\n\nAs an action, you can scan the mind of the creature that’s restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.\n", "document": "deep-magic", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", "range": "Self", @@ -3093,7 +3191,8 @@ "desc": "A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell’s duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -3124,7 +3223,8 @@ "desc": "You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by **chaotic form**.\n", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.", "target_type": "creature", "range": "Touch", @@ -3155,7 +3255,8 @@ "desc": "Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature’s. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round per caster level.\n\nFor example, a 3rd-level spellcaster who currently has 17 of her maximum 30 hit points casts **chaotic vitality** on a creature with 54 hit points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 hit points each. In the spellcaster’s case, 5 of those hit points are temporary and will last for 3 rounds.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the maximum Hit Dice of the affected creature increases by 2 for each slot level above 2nd.\n ## Hit Point Flux \n| SIZE | HP |\n|-|-|\n| 01–09 | 0 |\n| 10–39 | 1 |\n| 40–69 | 25 percent of total |\n| 70–84 | 50 percent of total |\n| 85–94 | 75 percent of total |\n| 95–99 | 100 percent of total |\n| 100 | 200 percent of total, and both creatures gain the effect of a haste spell that lasts for 1 round per caster level |\n\n", "target_type": "creature", "range": "Touch", @@ -3186,7 +3287,8 @@ "desc": "You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. Each enemy within the cube must make a successful Intelligence saving throw or become blinded and deafened, and fall prone. An affected enemy cannot stand up or recover from the blindness or deafness while within the area, but all three conditions end immediately for a creature that leaves the spell’s area.", "document": "deep-magic", "level": 6, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -3217,7 +3319,8 @@ "desc": "You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell. At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective.\n\nWhen the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward.\n\nYou can end the spell early by making a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.", "document": "deep-magic", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3250,7 +3353,8 @@ "desc": "You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "60 feet", @@ -3281,7 +3385,8 @@ "desc": "Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.", "document": "deep-magic", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3312,6 +3417,7 @@ "desc": "You conjure up icy boulders that crush creatures in a line 100 feet long. Each creature in the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or half the damage with a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. You decide whether each extra die deals bludgeoning or cold damage.", "target_type": "creature", @@ -3345,7 +3451,8 @@ "desc": "You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3376,6 +3483,7 @@ "desc": "You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.\n", "document": "deep-magic", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.", "target_type": "creature", @@ -3409,7 +3517,8 @@ "desc": "With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by **clearing the field**.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a [enlarge/reduce]({{ base_url }}/spells/enlargereduce) spell.", "target_type": "area", "range": "40 feet", @@ -3440,7 +3549,8 @@ "desc": "You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.", "document": "deep-magic", "level": 1, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3471,7 +3581,8 @@ "desc": "You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy.\n\nAs part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile’s shaft. Afterward, the projectile reverts to normal.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn’t removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.", "target_type": "creature", "range": "60 feet", @@ -3504,7 +3615,8 @@ "desc": "Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it’s in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 3, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -3537,7 +3649,8 @@ "desc": "The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage.\n\nIf the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4.\n\nWhen the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "target_type": "creature", "range": "Touch", @@ -3568,7 +3681,8 @@ "desc": "Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one’s turn, their bodies fuse together. Fused creatures still take their own turns, but they can’t move, can’t use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration.\n\nA fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it’s within 5 feet of a creature that’s still under the spell’s effect at the end of either creature’s turn.\n\n**Compelled movement** doesn’t affect a creature that can’t be charmed or that is incorporeal.\n", "document": "deep-magic", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.", "target_type": "creature", "range": "60 feet", @@ -3599,7 +3713,8 @@ "desc": "You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:\n* You have advantage on attack rolls against the target.\n* For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target’s turn when it has completed its movement. This is deducted from your next turn’s movement.\n* As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or to its saving throw against that attack.\n", "document": "deep-magic", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -3630,7 +3745,8 @@ "desc": "Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn’t a telepathic link; you simply understand each other’s verbal communication, similar to the effect of a speak with animals spell. This effect doesn’t allow a druid in beast shape to cast spells.\n", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.", "target_type": "object", "range": "Touch", @@ -3661,7 +3777,8 @@ "desc": "This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage.\n\nAffected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.", "document": "deep-magic", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3692,7 +3809,8 @@ "desc": "You summon a fey hound to fight by your side. A [hound of the night]({{ base_url }}/monsters/hound-of-the-night) appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.\n", "document": "deep-magic", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.", "target_type": "point", "range": "60 feet", @@ -3723,7 +3841,8 @@ "desc": "When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a [forest defender]({{ base_url }}/monsters/forest-defender). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a [true resurrection]({{ base_url }}/spells/true-resurrection) or a [wish]({{ base_url }}/spells/wish) spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust.\n", "document": "deep-magic", "level": 6, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.", "target_type": "creature", "range": "30 feet", @@ -3754,7 +3873,8 @@ "desc": "You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears:\n* One [wraith]({{ base_url }}/monsters/wraith)\n* One [spectral guardian]({{ base_url }}/monsters/spectral-guardian)\n* One [wolf spirit swarm]({{ base_url }}/monsters/wolf-spirit-swarm)\nSummoned creatures disappear when they drop to 0 hit points or when the spell ends.\n\nThe summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it.\n", "document": "deep-magic", "level": 7, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon a [deathwisp]({{ base_url }}/monsters/deathwisp) or two [ghosts]({{ base_url }}/monsters/ghost) instead.", "target_type": "creature", "range": "60 feet", @@ -3785,7 +3905,8 @@ "desc": "You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options:\n* One creature of challenge rating 2 or lower\n* Two creatures of challenge rating 1 or lower\n* Four creatures of challenge rating 1/2 or lower\n* Eight creatures of challenge rating 1/4 or lower\nSummoned creatures disappear when they drop to 0 hit points or when the spell ends.\n\nThe summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take 1d6 psychic damage at the end of the turn.\n\nIf your concentration is broken, the spell ends but the creatures don’t disappear. Instead, you can no longer command them, and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. You can’t dismiss the creatures, but they disappear 1 hour after being summoned.\n", "document": "deep-magic", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a 7th‑or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear­—twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.", "target_type": "creature", "range": "90 feet", @@ -3816,7 +3937,8 @@ "desc": "You summon swarms of scarab beetles to attack your foes. Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range.\n\nEach swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -3847,7 +3969,8 @@ "desc": "You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan’s statistics are identical to a [stone giant’s]({{ base_url }}/monsters/stone-giant), with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage.\n\nThe shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions.\n\nThe shadow titan disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 7, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -3878,7 +4001,8 @@ "desc": "You summon a [shroud]({{ base_url }}/monsters/shroud) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, you can choose to summon two [shrouds]({{ base_url }}/monsters/shroud) or one [specter]({{ base_url }}/monsters/specter). When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four [shrouds]({{ base_url }}/monsters/shroud) or one [will-o’-wisp]({{ base_url }}/monsters/will-o-wisp).", "target_type": "creature", "range": "60 feet", @@ -3909,7 +4033,8 @@ "desc": "You summon a [shadow]({{ base_url }}/monsters/shadow) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.\n", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a 4th-level spell slot, you can choose to summon a [wight]({{ base_url }}/monsters/wight) or a [shadow]({{ base_url }}/monsters/shadow). When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a [ghost]({{ base_url }}/monsters/ghost), a [shadow]({{ base_url }}/monsters/shadow), or a [wight]({{ base_url }}/monsters/wight).", "target_type": "creature", "range": "30 feet", @@ -3940,7 +4065,8 @@ "desc": "You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nRoll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn.\n\nIf your concentration is broken, the spell ends but the creature doesn’t disappear. Instead, you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears doing so would mean its own death. You can’t dismiss the creature, but it disappears 1 hour after you summoned it.\n", "document": "deep-magic", "level": 7, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.", "target_type": "creature", "range": "90 feet", @@ -3971,7 +4097,8 @@ "desc": "You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury.\n\nAs part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw.\n", "document": "deep-magic", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "target_type": "point", "range": "90 feet", @@ -4004,7 +4131,8 @@ "desc": "You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.\n\nThis spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4035,6 +4163,7 @@ "desc": "You select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 hit points before this spell’s duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame.\n\nIf the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning; the creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.", "document": "deep-magic", "level": 8, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4068,7 +4197,8 @@ "desc": "You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a [ring servant]({{ base_url }}/monsters/ring-servant). The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends.\n\nThe ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.", "document": "deep-magic", "level": 8, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4099,7 +4229,8 @@ "desc": "After you cast **create thunderstaff** on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound.\n\nAfter 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a **thunderstaff**, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a [thunderwave]({{ base_url }}/spells/thunderwave) spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged.\n\nIf the final charge is not expended within 60 days, the staff becomes nonmagical again.", "document": "deep-magic", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4132,7 +4263,8 @@ "desc": "You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain.\n\nA creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square.", "target_type": "area", "range": "60 feet", @@ -4165,7 +4297,8 @@ "desc": "You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.", "document": "deep-magic", "level": 0, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -4196,7 +4329,8 @@ "desc": "Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage.\n\nYou move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of **crushing trample**.", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4227,6 +4361,7 @@ "desc": "A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.\n", "document": "deep-magic", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.", "target_type": "point", @@ -4258,7 +4393,8 @@ "desc": "You designate a creature within range that you can see. If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming an inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease, and signs of life are detectable; the creature still breathes and its heart continues to beat, though both acts are almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. [Dispel magic]({{ base_url }}/spells/dispel-magic) can’t end this spell, but it can allow the target to speak (but not move or cast spells) for a number of rounds equal to the spell slot used. [Greater restoration]({{ base_url }}/spells/greater-restoration) or more potent magic is needed to free a creature from the ice.", "document": "deep-magic", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -4289,7 +4425,8 @@ "desc": "You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.", "document": "deep-magic", "level": 7, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "500 feet", @@ -4320,7 +4457,8 @@ "desc": "By making mocking gestures toward one creature within\nrange that can see you, you leave the creature incapable of\nperforming at its best. If the target fails on an Intelligence\nsaving throw, roll a d4 and refer to the following table to\ndetermine what the target does on its turn. An affected\ntarget repeats the saving throw at the end of each of its\nturns, ending the effect on itself on a success or applying\nthe result of another roll on the table on a failure.\n\n| D4 | RESULT |\n|-|-|\n| 1 | Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll. |\n| 2 | Target stands transfixed and blinking, takes no action. |\n| 3 | Target flees or fights (50 percent chance of each). |\n| 4 | Target charges directly at caster, enraged. |\n\n", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4351,7 +4489,8 @@ "desc": "You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.\n\nChoose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A [remove curse]({{ base_url }}/spells/remove-curse) spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:\n\n* The target fails death saving throws on any roll but a 20.\n* If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.\n* The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.", "document": "deep-magic", "level": 7, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -4382,7 +4521,8 @@ "desc": "This spell transforms a Small, Medium, or Large creature that you can see within range into a [servant of Yig]({{ base_url }}/monsters/servant-of-yig). An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell.\n\nThe transformation lasts for the duration or until the target drops to 0 hit points or dies. The target’s statistics, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature’s alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature’s alignment and personality return to normal, and it regains its former attitude toward you and toward Yig.\n\nWhen it reverts to its normal form, the creature has the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.", "document": "deep-magic", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4413,7 +4553,8 @@ "desc": "You lay a curse upon a ring you touch that isn’t being worn or carried. When you cast this spell, select one of the possible effects of [bestow curse]({{ base_url }}/spells/bestow-curse). The next creature that willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that wore the ring until the curse is removed or dispelled. An [identify]({{ base_url }}/spells/identify) spell cast on the cursed ring reveals the fact that it is cursed.", "document": "deep-magic", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4444,7 +4585,8 @@ "desc": "**Cursed gift** imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired.\n", "document": "deep-magic", "level": 4, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.", "target_type": "object", "range": "Touch", @@ -4475,7 +4617,8 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.\n", "document": "deep-magic", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.", "target_type": "creature", "range": "30 feet", @@ -4506,7 +4649,8 @@ "desc": "When **daggerhawk** is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it’s invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can’t attack again until after your next turn.", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4537,7 +4681,8 @@ "desc": "A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn’t brightly lit. If it’s in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a [light]({{ base_url }}/spells/light) spell, or the like).", "document": "deep-magic", "level": 5, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -4568,7 +4713,8 @@ "desc": "Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened.\n\nA creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it.\n", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -4601,7 +4747,8 @@ "desc": "Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like [alter self]({{ base_url }}/spells/after-self)), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points.\n\nIf you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "point", "range": "Touch", @@ -4634,7 +4781,8 @@ "desc": "You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -4665,6 +4813,7 @@ "desc": "You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.", "target_type": "creature", @@ -4696,7 +4845,8 @@ "desc": "As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for all targets if one target attacks or casts a spell.", "document": "deep-magic", "level": 2, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", "target_type": "creature", "range": "10 feet", @@ -4727,7 +4877,8 @@ "desc": "You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.", "document": "deep-magic", "level": 8, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4760,7 +4911,8 @@ "desc": "This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn.\n", "document": "deep-magic", "level": 7, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.", "target_type": "creature", "range": "Touch", @@ -4793,7 +4945,8 @@ "desc": "Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried by a creature, it automatically takes maximum damage from the spell.", "document": "deep-magic", "level": 0, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "target_type": "creature", "range": "Touch", @@ -4826,7 +4979,8 @@ "desc": "You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Until the spell ends, on a failed save the target’s speed is halved again at the start of each of your turns. For example, if a creature with a speed of 30 feet fails its initial saving throw, its speed drops to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. **Decelerate** can’t reduce a creature’s speed to less than 5 feet.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -4857,7 +5011,8 @@ "desc": "The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -4888,7 +5043,8 @@ "desc": "You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw.\n", "document": "deep-magic", "level": 7, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.", "target_type": "point", "range": "60 feet", @@ -4919,7 +5075,8 @@ "desc": "Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting **delay potion**; otherwise the spell has no effect. At any point during **delay potion’s** duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally.\n\nYou can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4950,6 +5107,7 @@ "desc": "Touch a living creature (not a construct or undead) as you cast the spell. The next time that creature takes damage, it immediately regains hit points equal to 1d4 + your spellcasting ability modifier (minimum of 1).\n", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", "target_type": "creature", @@ -4981,7 +5139,8 @@ "desc": "One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon’s type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon’s attempt to claw its way through the gate. For the spell’s duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time.\n\nIf the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -5014,6 +5173,7 @@ "desc": "You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.", "document": "deep-magic", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5047,7 +5207,8 @@ "desc": "You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as [entangle]({{ base_url }}/spells/entangle), require an ability check using the caster’s spellcasting ability against your spell save DC. On a successful check, the spell functions normally; if the check fails, the spell is countered by **desolation**.\n\nAfter one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.\n\nA living creature that finishes a short rest within the area of a **desolation** spell halves the result of any Hit Dice it expends. Desolation counters the effects of a [bloom]({{ base_url }}/spells/bloom) spell.\n\n***Ritual Focus.*** If you expend your ritual focus, the duration becomes permanent.", "document": "deep-magic", "level": 8, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -5078,7 +5239,8 @@ "desc": "You shout a scathing string of Void Speech that assaults the minds of those before you. Each creature in a 15-foot cone that can hear you takes 4d6 psychic damage, or half that damage with a successful Wisdom saving throw. A creature damaged by this spell can’t take reactions until the start of its next turn.\n", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -5111,7 +5273,8 @@ "desc": "You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5142,7 +5305,8 @@ "desc": "You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.\n", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.", "target_type": "creature", "range": "Touch", @@ -5173,7 +5337,8 @@ "desc": "This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can't reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -5204,7 +5369,8 @@ "desc": "Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5235,6 +5401,7 @@ "desc": "A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura. Time spent suppressed counts against the duration of the spell’s or item’s effect.\n", "document": "deep-magic", "level": 8, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a 9th‐level spell slot, the cube is 20 feet on a side.", "target_type": "creature", @@ -5266,7 +5433,8 @@ "desc": "Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy’s spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5297,7 +5465,8 @@ "desc": "With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5328,7 +5497,8 @@ "desc": "You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent.\n\nCreatures turned to crystal can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed.\n\nCreatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5359,6 +5529,7 @@ "desc": "You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, the purple fire extends 10 feet from you, you take 1d8 cold damage, and other creatures take 1d10 cold damage. When you cast this spell using a 4th‐level slot, the fire extends 15 feet from you, you take1d10 cold damage, and other creatures take 1d12 cold damage. When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take 1d12 cold damage, and other creatures take 1d20 cold damage.", "target_type": "creature", @@ -5390,7 +5561,8 @@ "desc": "When you cast **doom of dancing blades**, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don’t require an attack roll affect you normally and don’t destroy any illusory weapons.\n\nIf you make a melee attack that scores a critical hit while **doom of dancing blades** is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.\n\nThe spell ends when its duration expires or when all your illusory weapons are destroyed or expended.\n\nAn attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.", "document": "deep-magic", "level": 3, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -5421,7 +5593,8 @@ "desc": "When you cast **doom of disenchantment**, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.\n\nThe spell also suppresses other magical properties of the attack. A [sword of wounding]({{ base_url }}/magicitems/sword-of-wounding), for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it’s affected as if you had cast [counterspell]({{ base_url }}/spells/counterspell), using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.", "document": "deep-magic", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5452,7 +5625,8 @@ "desc": "You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of **doom of serpent coils** for 24 hours. On a failed save, a target doesn't suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of **doom of serpent coils** for 24 hours.\n\nMultiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by [protection from poison]({{ base_url }}/spells/protection-from-poison) or comparable magic.", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5485,7 +5659,8 @@ "desc": "Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target’s nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn’t use a shield, its nonmagical armor takes a -2 penalty to AC. If the target doesn’t use armor or a shield, the spell is expended with no effect.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5516,6 +5691,7 @@ "desc": "The ground within 30 feet of a point you designate turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn’t become restrained.\n\nEach round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren’t holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.", "document": "deep-magic", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -5547,7 +5723,8 @@ "desc": "A **doom of the slippery rogue** spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "40 feet", @@ -5578,7 +5755,8 @@ "desc": "With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a [light]({{ base_url }}/spells/light) or [dancing lights]({{ base_url }}/spells/dancing-lights) cantrip.", "document": "deep-magic", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -5609,6 +5787,7 @@ "desc": "The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage.\n", "document": "deep-magic", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st.", "target_type": "creature", @@ -5640,6 +5819,7 @@ "desc": "You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.\n\nWhen you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell’s duration.\n\n| Dragon Type | Area | Damage |\n|-|-|-|\n| Black | 30-foot line, 5 feet wide | 6d6 acid damage |\n| Blue | 30-foot line, 5 feet wide | 6d6 lightning damage |\n| Green | 15-foot cone | 6d6 poison damage |\n| Red | 15-foot cone | 6d6 fire damage |\n| White | 15-foot cone | 6d6 cold damage |\n\n", "document": "deep-magic", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.", "target_type": "area", @@ -5671,7 +5851,8 @@ "desc": "Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "creature", "range": "30 feet", @@ -5704,6 +5885,7 @@ "desc": "You cause a creature's lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can’t speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don’t require air.\n\nA suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\n", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.\n\nNOTE: Midgard Heroes Handbook has a very different [drown-heroes-handbook/drown]({{ base_url }}/spells/drown) spell.", "target_type": "creature", @@ -5735,7 +5917,8 @@ "desc": "You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn’t prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a [greater restoration]({{ base_url }}/spells/greater-restoration) or [blight]({{ base_url }}/spells/blight) spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.\n\nIf a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month.\n", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.", "target_type": "creature", "range": "120 feet", @@ -5768,7 +5951,8 @@ "desc": "You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.\n\nUntil the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn’t knocked prone on a succesful one.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5801,7 +5985,8 @@ "desc": "You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.\n\nFor the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.\n", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -5834,6 +6019,7 @@ "desc": "When you hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.", "document": "deep-magic", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5865,7 +6051,8 @@ "desc": "You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw.\n\nAs a bonus action, you can move the manifestation up to 30 feet. It can move through a creature’s space but can’t remain in the same space as that creature. If it enters a creature’s space, that creature takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw. On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn.\n\nWhen you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn’t illuminate the surroundings but does glow dimly enough to show the manifestation’s path. The residue dissipates 1 round after it is deposited.\n", "document": "deep-magic", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -5898,7 +6085,8 @@ "desc": "When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.", "document": "deep-magic", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5929,7 +6117,8 @@ "desc": "You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.)\n\nGreat Old Ones have vast knowledge, but they aren’t omniscient, so if your question pertains to information beyond the Old One’s knowledge, the answer might be vacuous, gibberish, or an angry, “I don’t know.”\n\nThis also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you.\n\nIf you cast **eldritch communion** two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short-term madness.", "document": "deep-magic", "level": 5, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5960,6 +6149,7 @@ "desc": "The target of this spell must be a creature that has horns, or the spell fails. **Elemental horns** causes the touched creature’s horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature’s gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals.\n\nAlthough commonly seen among tieflings and minotaurs, this spell is rarely employed by other races.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.", "target_type": "creature", @@ -5991,6 +6181,7 @@ "desc": "During this spell’s duration, reality shifts around you whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage. Assign each damage type a number and roll a d6 to determine the type of damage this casting of the spell deals. In addition, the spell’s damage increases by 1d6. All other properties or effects of the spell are unchanged.", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6022,7 +6213,8 @@ "desc": "You call forth a [ghost]({{ base_url }}/monsters/ghost)// that takes the form of a spectral, serpentlike assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it’s reduced to 0 hit points or when the spell ends.\n\nThe ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the ghost defends itself from hostile creatures but doesn’t move or take other actions.\n\nYou are immune to the ghost’s Horrifying Visage action but can willingly become the target of the ghost’s Possession ability. You can end this effect on yourself as a bonus action.\n", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.", "target_type": "point", "range": "90 feet", @@ -6053,7 +6245,8 @@ "desc": "You enchant a ring you touch that isn’t being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails.\n\nThe charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.", "document": "deep-magic", "level": 6, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6084,7 +6277,8 @@ "desc": "You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can’t increase the level of illumination in the affected area.\n\nA spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.\n", "document": "deep-magic", "level": 6, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.\n\n***Ritual Focus.*** If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.", "target_type": "area", "range": "150 feet", @@ -6115,7 +6309,8 @@ "desc": "By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either **encrypt / decrypt** or [dispel magic]({{ base_url }}/spells/dispel-magic) is cast on the encoded writing, which turns it back into its normal state.", "document": "deep-magic", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6146,7 +6341,8 @@ "desc": "You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell’s duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don’t need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour.\n\nThe spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful [dispel magic]({{ base_url }}/spells/dispel-magic) spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can’t regain the stolen attribute points, even with greater restoration or comparable magic.\n", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th‐level spell slot, the duration is 24 hours.", "target_type": "creature", "range": "Touch", @@ -6177,7 +6373,8 @@ "desc": "A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends.\n\nIf the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.", "document": "deep-magic", "level": 5, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6208,7 +6405,8 @@ "desc": "When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn.\n", "document": "deep-magic", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.", "target_type": "creature", "range": "Self", @@ -6239,7 +6437,8 @@ "desc": "You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.\n\n**Enhance greed** penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.\n", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -6270,7 +6469,8 @@ "desc": "You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.\n\nThe tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.", "document": "deep-magic", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -6301,7 +6501,8 @@ "desc": "By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell’s effect on that creature.", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6332,7 +6533,8 @@ "desc": "You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.\n\nCreatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by [gust of wind]({{ base_url }}/spells/gust-of-wind) and similar spells.\n\nThe aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). [Protection from poison]({{ base_url }}/spells/protection-from-poison) negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as [mage armor]({{ base_url }}/spells/mage-armor) or [wall of force]({{ base_url }}/spells/wall-of-force) will block it.\n", "document": "deep-magic", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.", "target_type": "creature", "range": "120 feet", @@ -6363,7 +6565,8 @@ "desc": "You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of **evercold**, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration.\n\nThe spell can be ended by its caster or by [dispel magic]({{ base_url }}/spells/dispel-magic) or [remove curse]({{ base_url }}/spells/remove-curse).", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -6394,7 +6597,8 @@ "desc": "You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0.\n\nAt the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success—except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest.\n", "document": "deep-magic", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.", "target_type": "creature", "range": "30 feet", @@ -6427,7 +6631,8 @@ "desc": "When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.\n\nThis cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.", "document": "deep-magic", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "100 feet", @@ -6460,7 +6665,8 @@ "desc": "By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.", "document": "deep-magic", "level": 6, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6491,6 +6697,7 @@ "desc": "The ground thrusts sharply upward along a 5-foot-wide, 60‐foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.", "document": "deep-magic", "level": 6, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6522,7 +6729,8 @@ "desc": "A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.\n", "document": "deep-magic", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast **feather field** using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -6553,7 +6761,8 @@ "desc": "The target of **feather travel** (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -6584,7 +6793,8 @@ "desc": "By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed. As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears.\n", "document": "deep-magic", "level": 5, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown.", "target_type": "creature", "range": "Self", @@ -6615,7 +6825,8 @@ "desc": "You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6646,6 +6857,7 @@ "desc": "When this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -6677,7 +6889,8 @@ "desc": "You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "5 feet", @@ -6708,7 +6921,8 @@ "desc": "The creature you cast **firewalk** on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.\n", "document": "deep-magic", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.", "target_type": "creature", "range": "Touch", @@ -6739,7 +6953,8 @@ "desc": "You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.", "document": "deep-magic", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6770,6 +6985,7 @@ "desc": "A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save; on a successful save, the creature takes half as much damage and isn’t pushed.\n", "document": "deep-magic", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -6803,7 +7019,8 @@ "desc": "A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can’t cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved.\n", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -6834,7 +7051,8 @@ "desc": "You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.", "document": "deep-magic", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6865,7 +7083,8 @@ "desc": "You channel the force of chaos to taint your target’s mind. A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.\n ## Alignment Fluctuation \n| D20 | Alignment |\n|-|-|\n| 1-2 | Chaotic good |\n| 3-4 | Chaotic neutral |\n| 5-7 | Chaotic evil |\n| 8-9 | Neutral evil |\n| 10-11 | Lawful evil |\n| 12-14 | Lawful good |\n| 15-16 | Lawful neutral |\n| 17-18 | Neutral good |\n| 19-20 | Neutral |\n\n", "document": "deep-magic", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -6896,7 +7115,8 @@ "desc": "A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -6927,7 +7147,8 @@ "desc": "While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6958,7 +7179,8 @@ "desc": "While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as [control weather]({{ base_url }}/spells/control-weather)[control water]({{ base_url }}/spells/control-water), or [meteor swarm]({{ base_url }}/spells/meteor-swarm). Such spells can’t be cast while the spellcaster is in the cube.\n\nYou can create a permanently protected area by casting this spell at the same location every day for one year.", "document": "deep-magic", "level": 9, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "300 feet", @@ -6989,7 +7211,8 @@ "desc": "Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7020,7 +7243,8 @@ "desc": "By drawing on the energy of the gods, you can temporarily assume the form of your patron’s avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the [avatar form]({{ base_url }}/monsters/avatar-form) stat block).\n* Your size becomes Large, unless you were already at least that big.\n* You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.\n* You gain a Multiattack action option, allowing you to make two slam attacks and a bite.\n* Your ability scores change to reflect your new form, as shown in the stat block.\n\nYou remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form.", "document": "deep-magic", "level": 9, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -7051,7 +7275,8 @@ "desc": "When you cast **freeze blood** as a successful melee spell attack against a living creature with a circulatory system, the creature’s blood freezes. For the spell’s duration, the affected creature’s speed is halved and it takes 2d6 cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack’s damage dice are rolled three times instead of twice. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.\n\nNOTE: This was previously a 5th-level spell that did 4d10 cold damage.", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7084,7 +7309,8 @@ "desc": "A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can’t be consumed while it’s frozen.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.", "target_type": "object", "range": "25 feet", @@ -7115,7 +7341,8 @@ "desc": "The spell creates a 20-foot-radius sphere of mist similar to a [fog cloud]({{ base_url }}/spells/fog-cloud) spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.\n", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", "range": "100 feet", @@ -7148,6 +7375,7 @@ "desc": "You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell if you are particularly lucky—or unlucky.", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt.\n \n **Random Damage Type** \n \n| d10 | Damage Type | \n|--------------|---------| \n| 1 | Acid | \n| 2 | Cold | \n| 3 | Fire | \n| 4 | Force | \n| 5 | Lightning | \n| 6 | Necrotic | \n| 7 | Poision | \n| 8 | Psychic | \n| 9 | Radiant | \n| 10 | Thunder | \n \n", "target_type": "creature", @@ -7179,6 +7407,7 @@ "desc": "Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature’s speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns.\n\nAn affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save.\n\nCreatures that are immune to cold damage are unaffected by **frostbite**.\n", "document": "deep-magic", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for each slot level above 5th.", "target_type": "creature", @@ -7212,6 +7441,7 @@ "desc": "You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target’s hands to lose sensation. When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity checks or Strength checks that require the use of both hands.\n\nAfter every 10 minutes of being affected by frostbitten fingers, the target must make a successful Constitution saving throw, or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -7243,6 +7473,7 @@ "desc": "Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.\n", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", @@ -7276,7 +7507,8 @@ "desc": "You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target’s Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7307,6 +7539,7 @@ "desc": "You unleash a spray of razor-sharp ice shards. Each creature in the 30-foot cone takes 4d6 cold damage and 3d6 piercing damage, or half as much damage with a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.", "target_type": "creature", @@ -7341,7 +7574,8 @@ "desc": "You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7374,7 +7608,8 @@ "desc": "You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration:\n* Its Armor Class increases by 2, to a maximum of 20.\n* When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.\n* It is immune to necrotic damage and radiant damage.\n* It can’t be reduced to less than 1 hit point.", "document": "deep-magic", "level": 8, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.", "target_type": "creature", "range": "Touch", @@ -7405,7 +7640,8 @@ "desc": "Your magic protects the target creature from the lifesapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow's Strength Drain, or its hit point maximum, such as a specter's Life Drain. This spell doesn't prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.", "document": "deep-magic", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7436,6 +7672,7 @@ "desc": "By harnessing the power of ice and frost, you emanate pure cold, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature killed by this spell is transformed into ice, leaving behind no trace of its original body.", "document": "deep-magic", "level": 8, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7467,6 +7704,7 @@ "desc": "As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage and gains one level of exhaustion, and it has disadvantage on Perception checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects.\n\nStored devices and tools are all frozen by the fog: crossbow mechanisms become sluggish, weapons are stuck in scabbards, potions turn to ice, bag cords freeze together, and so forth. Such items require the application of heat for 1 round or longer in order to become useful again.\n", "document": "deep-magic", "level": 7, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.", "target_type": "point", @@ -7500,7 +7738,8 @@ "desc": "Provided you’re not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.\n", "document": "deep-magic", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -7531,7 +7770,8 @@ "desc": "Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube centered on a point within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.", "document": "deep-magic", "level": 8, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -7562,7 +7802,8 @@ "desc": "When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -7593,7 +7834,8 @@ "desc": "You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack roll was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by taking 20 acid damage. The glue dissolves when the creature breaks free or at the end of 1 minute.\n\nAlternatively, **gluey globule** can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of [sovereign glue]({{ base_url }}/spells/sovereign-glue) and lasts for 1 hour.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -7626,7 +7868,8 @@ "desc": "You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that's known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph's shifting effect.\n The glyph is triggered when it's touched by a creature that's not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph's destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.\n The glyph disappears after being triggered or when the spell's duration expires.", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.", "target_type": "object", "range": "Touch", @@ -7659,7 +7902,8 @@ "desc": "A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -7690,7 +7934,8 @@ "desc": "You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature who succeeds on two Wisdom (Survival) checks while within the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain.\n When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area automatically sees the illusion and is unaffected by the spell.\n If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.", "document": "deep-magic", "level": 3, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Sight", @@ -7721,7 +7966,8 @@ "desc": "You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -7752,7 +7998,8 @@ "desc": "This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim’s available spell slots are transferred to you, to be used as your own. Roll a d6; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots.\n\nFor example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available.\n\nIf the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots—then **grasp of the tupilak** has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you’re able to use, treat it as of the highest level you can use.\n\nUnused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of [remove curse]({{ base_url }}/spells/remove-curse)[greater restoration]({{ base_url }}/greater-restoration), or comparable magic.", "document": "deep-magic", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7785,7 +8032,8 @@ "desc": "This spell functions as [maze]({{ base_url }}/spells/maze), but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success.\n\nEscaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.", "document": "deep-magic", "level": 9, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7818,7 +8066,8 @@ "desc": "You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 100 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 15d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.\n\nAberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 4d8 radiant damage at the start of its turn.\n\nCreatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal.\n\nThe seal has AC 18, 75 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal itself is reduced to 0 hit points.", "document": "deep-magic", "level": 9, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7851,7 +8100,8 @@ "desc": "Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn.\n\nYou lose concentration on this spell if you can’t see the target at the end of your turn.\n\n***Green Decay.*** The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7884,6 +8134,7 @@ "desc": "This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a -2 penalty on that roll.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.", "target_type": "creature", @@ -7915,7 +8166,8 @@ "desc": "You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others.\n", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st.\n\n***Ritual Focus.*** If you expend your ritual focus, the effect lasts for 24 hours.", "target_type": "creature", "range": "Touch", @@ -7946,7 +8198,8 @@ "desc": "By observing the stars or the position of the sun, you are able to determine the cardinal directions, as well as the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7977,7 +8230,8 @@ "desc": "You create an arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "creature", "range": "60 feet", @@ -8010,7 +8264,8 @@ "desc": "You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw; a creature can choose to fail this saving throw unless it’s currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration; if it’s currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell’s duration.\n", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.", "target_type": "creature", "range": "Touch", @@ -8041,7 +8296,8 @@ "desc": "You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can't take a long rest, terrified you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success.\n On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.", "document": "deep-magic", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell with a 6th-level spell slot, the duration is concentration, up to 8 hours and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.", "target_type": "creature", "range": "120 feet", @@ -8072,7 +8328,8 @@ "desc": "When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. When an affected creature travels, it travels at a fast pace in the opposite direction of the direction you chose as it believes a pack of dogs or wolves follows it from the chosen direction.\n When an affected creature isn't traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified the pack will overcome it if it stops moving.\n An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can't safely move in the opposite direction of your chosen direction, it cowers in place, defending itself from hostile creatures but otherwise taking no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell's effect is suspended when an affected creature is engaged in combat, allowing it to move as necessary to face hostile creatures.", "document": "deep-magic", "level": 5, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.", "target_type": "creature", "range": "180 feet", @@ -8103,7 +8360,8 @@ "desc": "You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.", "document": "deep-magic", "level": 8, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -8134,7 +8392,8 @@ "desc": "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition—or the weapon itself if it's a thrown weapon—seeks its target's vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.", "target_type": "point", "range": "Self", @@ -8165,7 +8424,8 @@ "desc": "For the duration, you and the creature you touch remain stable and unconscious if reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8196,7 +8456,8 @@ "desc": "You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.\n", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -8229,7 +8490,8 @@ "desc": "You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.", "document": "deep-magic", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8260,7 +8522,8 @@ "desc": "The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -8291,7 +8554,8 @@ "desc": "A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.", "document": "deep-magic", "level": 6, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8322,7 +8586,8 @@ "desc": "You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout “Pull!” When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used.\n", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, add 1 to your to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.", "target_type": "creature", "range": "Self", @@ -8353,7 +8618,8 @@ "desc": "You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information:\n* The target’s most common name (if any).\n* The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).\n* The target’s current status (alive, dead, sick, wounded, healthy, etc.).\n* The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).\nAlternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.", "document": "deep-magic", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8384,7 +8650,8 @@ "desc": "You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -8415,7 +8682,8 @@ "desc": "When you touch a willing creature with a piece of charcoal while casting this spell, the target and everything it carries blends into and becomes part of the target’s shadow, which remains discernible, although its body seems to disappear. The shadow is incorporeal, has no weight, and is immune to all but psychic and radiant damage. The target remains aware of its surroundings and can move, but only as a shadow could move—flowing along surfaces as if the creature were moving normally. The creature can step out of the shadow at will, resuming its physical shape in the shadow’s space and ending the spell.\n\nThis spell cannot be cast in an area devoid of light, where a shadow would not normally appear. Even a faint light source, such as moonlight or starlight, is sufficient. If that light source is removed, or if the shadow is flooded with light in such a way that the physical creature wouldn’t cast a shadow, the spell ends and the creature reappears in the shadow’s space.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8446,7 +8714,8 @@ "desc": "A melee weapon you are holding is imbued with cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature is above freezing. The weapon becomes magical and deals an extra 1d4 cold damage on a successful hit. The spell ends after 1 minute, or earlier if you make a successful attack with the weapon or let go of it.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "object", "range": "Touch", @@ -8477,7 +8746,8 @@ "desc": "You create an ethereal trap in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8508,7 +8778,8 @@ "desc": "When you cast **hobble mount** as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.\n\nThis spell has no effect on a creature that your GM deems to not be a mount.\n", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -8541,6 +8812,7 @@ "desc": "You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.\n", "document": "deep-magic", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.", "target_type": "creature", @@ -8572,7 +8844,8 @@ "desc": "You magically sharpen the edge of any bladed weapon or object you are touching. The target weapon gets a +1 bonus to damage on its next successful hit.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8603,7 +8876,8 @@ "desc": "You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration.\n\nThe target gains a bite attack and moves to and attacks the closest creature that isn’t an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. If the target is larger than Medium, its damage die increases by 1d4 for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn’t have all of its hit points.\n\nIf there isn’t a viable creature within range for the target to attack, it deals piercing damage to itself equal to 2d4 + its Strength modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, **hunger of Leng** lasts its full duration with no further saving throws allowed.", "document": "deep-magic", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -8634,7 +8908,8 @@ "desc": "You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren't familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don't suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8665,7 +8940,8 @@ "desc": "You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter's camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.", "document": "deep-magic", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -8696,7 +8972,8 @@ "desc": "A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.\n\nEach wall has two arrow slits. One wall also includes an ice door with an [arcane lock]({{ base_url }}/spells/arcane-lock). You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the [arcane lock]({{ base_url }}/spells/arcane-lock) is dispelled).\n\nThe fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it’s in an area of bright sunlight.\n", "document": "deep-magic", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", "target_type": "area", "range": "60 feet", @@ -8727,7 +9004,8 @@ "desc": "When you cast **ice hammer**, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature.\n\nThe warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.", "target_type": "creature", "range": "Self", @@ -8758,7 +9036,8 @@ "desc": "You pour water from the vial and cause two [ice soldiers]({{ base_url }}/monsters/ice-soldier) to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts.\n", "document": "deep-magic", "level": 7, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.", "target_type": "creature", "range": "30 feet", @@ -8789,7 +9068,8 @@ "desc": "When you cast this spell, three icicles appear in your hand. Each icicle has the same properties as a dagger but deals an extra 1d4 cold damage on a hit.\n\nThe icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. If the surrounding temperature is at or below freezing, the daggers last for 1 hour. They melt instantly if you take 10 or more fire damage.\n", "document": "deep-magic", "level": 1, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don’t melt until the start of your next turn.", "target_type": "creature", "range": "Self", @@ -8820,6 +9100,7 @@ "desc": "You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained for the duration; a successful Constitution saving throw halves the damage and negates the restrained condition. A restrained creature gains one level of exhaustion at the start of each of its turns. Creatures immune to cold and that do not breathe do not gain exhaustion. A creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the spell on a success.", "document": "deep-magic", "level": 7, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8853,7 +9134,8 @@ "desc": "One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves. If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permenant.\n\nThe petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with [greater restoration]({{ base_url }}/spells/greater-restoration) or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute.\n\nIf the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.", "document": "deep-magic", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8884,7 +9166,8 @@ "desc": "You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it's doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8915,7 +9198,8 @@ "desc": "You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks.\n If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.", "target_type": "creature", "range": "Touch", @@ -8946,7 +9230,8 @@ "desc": "You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it’s considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately.\n", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.", "target_type": "point", "range": "40 feet", @@ -8977,7 +9262,8 @@ "desc": "An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse.\n\nA creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.", "document": "deep-magic", "level": 3, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -9008,7 +9294,8 @@ "desc": "With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9039,7 +9326,8 @@ "desc": "The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don't extend the spell's duration.", "document": "deep-magic", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -9070,7 +9358,8 @@ "desc": "Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10- foot cube (including floor and roof).\n\nEach wall has two arrow slits. One wall also includes a metal door with an [arcane lock]({{ base_url }}/spells/arcane-lock) effect on it. You designate at the time of the fort’s creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification.\n", "document": "deep-magic", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -9101,7 +9390,8 @@ "desc": "With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don’t need to be the actual components a siege weapon is normally built from; they just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon’s hit points.\n\nFor example, a mangonel has 100 hit points. **Instant siege weapon** will fashion any collection of raw materials worth at least 100 gp into a mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.\n", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.", "target_type": "point", "range": "60 feet", @@ -9132,7 +9422,8 @@ "desc": "You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap.\n When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare's location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.\n This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping.", "document": "deep-magic", "level": 2, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 3rd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.", "target_type": "point", "range": "120 feet", @@ -9163,7 +9454,8 @@ "desc": "An **ire of the mountain** spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target. A creature holding or wearing the item must make a Dexterity saving throw. On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless. This spell cannot affect magic items.\n", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.", "target_type": "object", "range": "30 feet", @@ -9196,7 +9488,8 @@ "desc": "**Iron hand** is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by **iron hand**, you have resistance to fire damage until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Self", @@ -9227,7 +9520,8 @@ "desc": "Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 hit points immediately.\n", "document": "deep-magic", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 hit points for each slot level above 1st if its saving throw result is 18 or higher.", "target_type": "creature", "range": "60 feet", @@ -9258,7 +9552,8 @@ "desc": "You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead.\n", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", "range": "Self", @@ -9291,7 +9586,8 @@ "desc": "You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can't include manufactured structures and if such a structure exists in the area, the spell ends.\n While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.\n When you cast this spell, you can specify individuals that are helped by the area's effects. All other creatures in the area are hindered by the area's effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area's effects.\n *Killing fields* creates the following effects within the area.\n ***Pack Hunters.*** A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn't incapacitated. Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of its type to a hindered creature. Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature.\n You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don't end the spell.", "document": "deep-magic", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "300 feet", @@ -9322,7 +9618,8 @@ "desc": "You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as [dominate person]({{ base_url }}/spells/dominate-person). The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\n", "document": "deep-magic", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", "range": "Touch", @@ -9355,7 +9652,8 @@ "desc": "Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9386,7 +9684,8 @@ "desc": "Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route.\n\nIn addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.\n\nYou gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment.\n\nAlso, while under the effect of this spell, you can exit any [maze]({{ base_url }}/spells/maze) spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.", "document": "deep-magic", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9417,7 +9716,8 @@ "desc": "You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn.\n", "document": "deep-magic", "level": 5, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -9450,6 +9750,7 @@ "desc": "You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -9483,7 +9784,8 @@ "desc": "You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area.\n\nThis awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair.\n", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.", "target_type": "creature", "range": "120 feet", @@ -9514,6 +9816,7 @@ "desc": "A burst of searing heat explodes from you, dealing 6d6 fire damage to all enemies within range. Immediately afterward, a wave of frigid cold rolls across the same area, dealing 6d6 cold damage to enemies. A creature that makes a successful Dexterity saving throw takes half the damage.\n", "document": "deep-magic", "level": 7, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th.", "target_type": "area", @@ -9545,7 +9848,8 @@ "desc": "When you cast **lava stone** on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn’t used immediately.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9578,6 +9882,7 @@ "desc": "A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one.\n An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in a space it formerly occupied.", "document": "deep-magic", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9611,7 +9916,8 @@ "desc": "You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.", "document": "deep-magic", "level": 7, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9642,7 +9948,8 @@ "desc": "You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier; on a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9675,7 +9982,8 @@ "desc": "While in a forest, you call a legion of rabid squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a [swarm of poisonous snakes]({{ base_url }}/monsters/swarm-of-poisonous-snakes), except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature. When the spell ends, the squirrels disperse back into the forest.\n", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", "range": "60 feet", @@ -9706,7 +10014,8 @@ "desc": "This spell functions as [maze]({{ base_url }}/spells/maze), but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9737,6 +10046,7 @@ "desc": "With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half that damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you dealt.\n", "document": "deep-magic", "level": 6, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.", "target_type": "point", @@ -9768,7 +10078,8 @@ "desc": "Your touch can siphon energy from undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of the ally's hit point maximum. This effect can't heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action.", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -9801,7 +10112,8 @@ "desc": "Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell’s duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed.\n\nA creature can’t draw temporary hit points from the pool while it has temporary hit points from any source, including a previous casting of this spell.", "document": "deep-magic", "level": 8, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9832,7 +10144,8 @@ "desc": "For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.", "document": "deep-magic", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9863,7 +10176,8 @@ "desc": "You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails.\n* The arrow deals 2d6 necrotic damage to the target, and you heal the same amount of hit points.\n* You take 2d6 necrotic damage, and the target heals the same amount of hit points.\n", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage and hit points healed increase by 1d6 for each slot level above 1st.", "target_type": "creature", "range": "120 feet", @@ -9894,7 +10208,8 @@ "desc": "This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM's ruling. The target also ignores the loading property of weapons.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9925,7 +10240,8 @@ "desc": "You whisper sibilant words of void speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion.\n\nA restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "document": "deep-magic", "level": 5, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -9956,7 +10272,8 @@ "desc": "You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A grease spell dispels lock armor on everything in its area.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -9987,7 +10304,8 @@ "desc": "You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10018,7 +10336,8 @@ "desc": "This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|-|-|\n| 1-3 | The creature spends its turn moping like a lovelorn teenager; it doesn’t move or take actions. |\n| 4–5 | The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. |\n| 6 | The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1. |\n| 7–8 | The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action. |\n| 9 | The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature. |\n| 10 | The creature can act and move normally. |\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save.\n", "document": "deep-magic", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", "target_type": "creature", "range": "90 feet", @@ -10049,7 +10368,8 @@ "desc": "You whisper a string of Void Speech toward a target within range that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0, and it can’t benefit from increases to its speed. To maintain the effect for the duration, you must use your action on subsequent turns to continue whispering; otherwise, the spell ends. The spell also ends if the target takes damage.", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10080,7 +10400,8 @@ "desc": "Your hands become claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:\n ***Upper Limb.*** The target has disadvantage on Strength checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.\n ***Lower Limb.*** The target's speed is reduced by 10 feet, and it has disadvantage on Dexterity checks.\n ***Body.*** Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn't have resistance to the chosen damage type, it is vulnerable to that damage type instead.\n The effect is permanent until removed by *remove curse*, *greater restoration*, or similar magic.", "document": "deep-magic", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10113,7 +10434,8 @@ "desc": "You create an invisible miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.", "document": "deep-magic", "level": 8, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -10144,7 +10466,8 @@ "desc": "You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash.\n\nA creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn.\n\nThe diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.", "document": "deep-magic", "level": 9, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "500 feet", @@ -10177,7 +10500,8 @@ "desc": "You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can't benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", "target_type": "creature", "range": "120 feet", @@ -10208,7 +10532,8 @@ "desc": "When you cast **mass hobble mount**, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.\n\nThis spell has no effect on a creature that your GM deems to not be a mount.\n", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -10241,7 +10566,8 @@ "desc": "Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. A protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once a protected creature makes a successful saving throw allowed by **mass surge dampener**, the spell’s effect ends for that creature.", "document": "deep-magic", "level": 5, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10272,7 +10598,8 @@ "desc": "A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes 2d6 piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take 1d6 piercing damage from the spines. If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don’t break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage of the spiny bite and the spines increases by 1d6 for every two slot levels above 1st.", "target_type": "creature", "range": "Self", @@ -10305,7 +10632,8 @@ "desc": "You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.\n\nA creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.", "document": "deep-magic", "level": 0, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10336,7 +10664,8 @@ "desc": "You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half as much damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -10367,7 +10696,8 @@ "desc": "One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.\n\nThe exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a [dispel magic]({{ base_url }}/spells/dispel-magic) or [dispel evil and good]({{ base_url }}/spells/dispel-evil-and-good) spell (the latter spell defeats **mind exchange** even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends.\n\nThe effects of the exchange can be made permanent with a [wish]({{ base_url }}/spells/wish) spell or comparable magic.", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -10398,7 +10728,8 @@ "desc": "When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -10429,7 +10760,8 @@ "desc": "You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.", "document": "deep-magic", "level": 0, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10460,7 +10792,8 @@ "desc": "A colorful mist surrounds you out to a radius of 30 feet. Creatures inside the mist see odd shapes in it and hear random sounds that don’t make sense. The very concepts of order and logic don’t seem to exist inside the mist.\n\nAny 1st-level spell that’s cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell’s slot level or its original target or targeted area can’t be changed. Cantrips are unaffected. If (in the GM’s judgment) none of the caster’s spells known of that level can be transformed, the spell being cast simply fails.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.", "target_type": "creature", "range": "Self", @@ -10491,7 +10824,8 @@ "desc": "This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.\n", "document": "deep-magic", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -10522,7 +10856,8 @@ "desc": "While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness.\n\nAny creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises.\n\nThe glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.", "document": "deep-magic", "level": 4, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -10553,7 +10888,8 @@ "desc": "This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.\n", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.", "target_type": "point", "range": "50 feet", @@ -10584,7 +10920,8 @@ "desc": "This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.\n\nIf the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.\n", "document": "deep-magic", "level": 1, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.", "target_type": "creature", "range": "Touch", @@ -10615,7 +10952,8 @@ "desc": "You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. On a successful save, the spell has no effect.", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -10646,7 +10984,8 @@ "desc": "You whisper in Void Speech and touch a weapon. Until the spell ends, the weapon turns black, becomes magical if it wasn’t before, and deals 2d6 necrotic damage (in addition to its normal damage) on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn.\n", "document": "deep-magic", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", "range": "Touch", @@ -10677,7 +11016,8 @@ "desc": "You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened are not affected by **night terrors**.", "document": "deep-magic", "level": 4, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -10708,6 +11048,7 @@ "desc": "You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -10739,7 +11080,8 @@ "desc": "You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on itself on a successful save. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the saving throw, staying just out of reach of the jumping and barking dogs.\n", "document": "deep-magic", "level": 2, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -10770,7 +11112,8 @@ "desc": "You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage.\n\nYou can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10801,7 +11144,8 @@ "desc": "The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell. A character can be under the effect of only a single **not this day!** spell at one time; a second casting on the same target cancels the preexisting protection.", "document": "deep-magic", "level": 5, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10832,6 +11176,7 @@ "desc": "An orb of light the size of your hand shoots from your fingertips toward a creature within range, which takes 3d8 radiant damage and is blinded for 1 round. A target that makes a successful Dexterity saving throw takes half the damage and is not blinded.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -10865,7 +11210,8 @@ "desc": "This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 3, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -10896,7 +11242,8 @@ "desc": "You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move.\n\nEach round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster.", "document": "deep-magic", "level": 8, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10927,7 +11274,8 @@ "desc": "You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls—to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10958,7 +11306,8 @@ "desc": "You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it.\n\nYou can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires.\n", "document": "deep-magic", "level": 3, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -10989,7 +11338,8 @@ "desc": "A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn’t a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it. At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage.\n\nIf the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11022,7 +11372,8 @@ "desc": "By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -11053,7 +11404,8 @@ "desc": "You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:\n\n* ***Thick Fur.*** Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.\n* ***Keen Hearing and Smell.*** Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.\n* ***Pack Tactics.*** Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated.\n", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.", "target_type": "creature", "range": "25 feet", @@ -11084,7 +11436,8 @@ "desc": "When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11115,7 +11468,8 @@ "desc": "When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.", "document": "deep-magic", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11148,7 +11502,8 @@ "desc": "You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits:\n* You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.\n* You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated.\n* Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit.\n* You gain a +2 bonus to AC.\n* You have proficiency on Constitution saving throws.", "document": "deep-magic", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -11179,6 +11534,7 @@ "desc": "A ray of shifting color springs from your hand. Make a ranged spell attack against a single creature you can see within range. The ray’s effect and the saving throw that applies to it depend on which color is dominant when the beam strikes its target, determined by rolling a d8.\n\n| d8 | Color | Effect | Saving Throw |\n|-|-|-|-|\n| 1 | Red | 8d10 fire damage | Dexterity |\n| 2 | Orange | 8d10 acid damage | Dexterity |\n| 3 | Yellow | 8d10 lightning damage | Dexterity |\n| 4 | Green | Target Poisoned | Constitution |\n| 5 | Blue | Target Deafened | Constitution |\n| 6 | Indigo | Target Frightened | Wisdom |\n| 7 | Violet | Target Stunned | Constitution |\n| 8 | Shifting Ray | Target Blinded | Constitution |\n\nA target takes half as much damage on a successful Dexterity saving throw. A successful Constitution or Wisdom saving throw negates the effect of a ray that inflicts a condition on the target; on a failed save, the target is affected for 5 rounds or until the effect is negated. If the result of your attack roll is a critical hit, you can choose the color of the beam that hits the target, but the attack does not deal additional damage.", "document": "deep-magic", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11210,7 +11566,8 @@ "desc": "Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage and has advantage on saving throws against Void spells.", "document": "deep-magic", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -11241,7 +11598,8 @@ "desc": "When you cast **protective ice**, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.\n\nA creature striking a target encased in **protective ice** with a melee attack while within 5 feet of it takes 1d6 cold damage.\n\nIf the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired.\n", "document": "deep-magic", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th, but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd.", "target_type": "creature", "range": "Touch", @@ -11274,7 +11632,8 @@ "desc": "By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. **Puff of smoke** has no effect on creatures that have tremorsense or blindsight.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -11305,7 +11664,8 @@ "desc": "You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.", "document": "deep-magic", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -11338,6 +11698,7 @@ "desc": "You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw.\n\nThe geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage.\n\nWhen a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself.\n\nIf you maintain concentration on **pyroclasm** for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.", "document": "deep-magic", "level": 9, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -11371,7 +11732,8 @@ "desc": "You make one living creature or plant within range move rapidly in time compared to you. The target becomes one year older. For example, you could cast this spell on a seedling, which causes the plant to sprout from the soil, or you could cast this spell on a newly hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw.\n", "document": "deep-magic", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -11402,7 +11764,8 @@ "desc": "You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.", "document": "deep-magic", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -11433,7 +11796,8 @@ "desc": "You transform an ordinary cloak into a highly reflective, silvery garment. This mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a [ray of enfeeblement]({{ base_url }}/spells/ray-of-enfeeblement), [scorching ray]({{ base_url }}/spells/scorching-ray), or even [disintegrate]({{ base_url }}/spells/disintegrate), roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11464,7 +11828,8 @@ "desc": "By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can’t be lower than 20, you can’t be frightened, and you are immune to necrotic damage.\n\nIn addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast **quintessence** again.", "document": "deep-magic", "level": 8, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11495,7 +11860,8 @@ "desc": "You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.\n* Attack rolls resulting directly from lair actions are made with disadvantage.\n* Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.\n* Lair actions occur on an initiative count 10 lower than normal.\n\nThe caster has advantage on Constitution saving throws to maintain concentration on this spell.", "document": "deep-magic", "level": 4, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11526,7 +11892,8 @@ "desc": "You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw. An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear.\n", "document": "deep-magic", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.", "target_type": "creature", "range": "25 feet", @@ -11557,7 +11924,8 @@ "desc": "You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist’s fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.\n\nThis spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit deals 6d6 force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -11588,7 +11956,8 @@ "desc": "You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a [greater restoration]({{ base_url }}/spells/greater-restoration) spell or comparable magic.\n\nThis spell has no effect on constructs or undead.", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11621,7 +11990,8 @@ "desc": "You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons.\n\nWhen the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.\n", "document": "deep-magic", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -11652,7 +12022,8 @@ "desc": "You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.", "document": "deep-magic", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -11683,7 +12054,8 @@ "desc": "Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -11714,6 +12086,7 @@ "desc": "You touch the ground at your feet with the metal ring, creating an impact that shakes the earth ahead of you. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage, and creatures fall prone; a creature that makes a successful Dexterity saving throw takes half the damage and does not fall prone.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -11745,7 +12118,8 @@ "desc": "You touch a beast that has died within the last minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.", "document": "deep-magic", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -11776,7 +12150,8 @@ "desc": "You subtly warp the flow of space and time to enhance your conjurations with cosmic potency. Until the spell ends, the maximum duration of any conjuration spell you cast that requires concentration is doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on Charisma checks and Charisma saving throws.", "document": "deep-magic", "level": 7, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11807,7 +12182,8 @@ "desc": "You infuse two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within 60 feet of you with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot level above 1st.", "target_type": "creature", "range": "Self", @@ -11840,7 +12216,8 @@ "desc": "The iron ring you use to cast the spell becomes a faintly shimmering circlet of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protected area have advantage on saving throws against spells, and all affected creatures gain resistance to one type of damage of your choice.", "document": "deep-magic", "level": 7, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -11871,7 +12248,8 @@ "desc": "With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder.\n\nAt the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options.\n\n* ***Riptide.*** The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone.\n* ***Undertow.*** The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -11904,6 +12282,7 @@ "desc": "A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell.\n\nWhile a creature is deafened in this way, it is wreathed in thundering energy; it takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -11937,7 +12316,8 @@ "desc": "Your familiarity with the foul effects of death allows you to prevent a dead body from being returned to life using anything but the most powerful forms of magic.\n\nYou cast this spell by touching a creature that died within the last 24 hours. The body immediately decomposes to a state that prevents the body from being returned to life by the [raise dead]({{ base_url }}/spells/raise-dead) spell (though a [resurrection]({{ base_url }}/spells/resurrection) spell still works). At the end of this spell’s duration, the body decomposes to a rancid slime, and it can’t be returned to life except through a [true resurrection]({{ base_url }}/spells/true-resurrection) spell.\n", "document": "deep-magic", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional corpse for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -11968,7 +12348,8 @@ "desc": "You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed.\n\nA creature adjacent to the rune can use a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.", "document": "deep-magic", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -11999,7 +12380,8 @@ "desc": "You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s secondary (stun) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw.\n\nThe spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12030,7 +12412,8 @@ "desc": "Casting **sand ship** on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal speed across sand instead of water for the duration of the spell. It can sail only over sand, not soil or solid rock. For the duration of the spell, the vessel doesn’t float; it must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast, or it sinks into the water.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -12061,7 +12444,8 @@ "desc": "When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a [blood elemental]({{ base_url }}/monsters/blood-elemental). The blood elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends.\n\nRoll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.", "document": "deep-magic", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "5 feet", @@ -12092,7 +12476,8 @@ "desc": "You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.)\n\nOne creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of **scale rot** for 24 hours.\n", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -12123,7 +12508,8 @@ "desc": "You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12154,6 +12540,7 @@ "desc": "You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened.\n", "document": "deep-magic", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.", "target_type": "creature", @@ -12187,7 +12574,8 @@ "desc": "This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.", "document": "deep-magic", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -12218,7 +12606,8 @@ "desc": "You foresee your foe’s strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat.\n\nIf you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.", "document": "deep-magic", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12249,7 +12638,8 @@ "desc": "When you **cast sculpt** snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman.\n\nSculptures created by this spell can be animated with [animate objects]({{ base_url }}/spells/animate-objects) or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.", "target_type": "area", "range": "60 feet", @@ -12280,7 +12670,8 @@ "desc": "You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.\n\nAberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn.\n\nCreatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 50 feet of the seal.\n\nThe seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.", "document": "deep-magic", "level": 7, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12313,7 +12704,8 @@ "desc": "This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 fire damage, or half the damage with a successful Constitution saving throw. A creature that’s shaded by a solid object —such as an awning, a building, or an overhanging boulder— has advantage on the saving throw. On your turn, you can use an action to move the center of the cylinder up to 20 feet along the ground in any direction.", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "200 feet", @@ -12346,7 +12738,8 @@ "desc": "This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects.\n\nAlthough the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target. For example, the creature can see an enemy that has total cover but can’t shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a [geas]({{ base_url }}/spells/geas) spell, however, because [geas]({{ base_url }}/spells/geas) needs only a visible target.", "document": "deep-magic", "level": 5, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12377,7 +12770,8 @@ "desc": "This spell impregnates a living creature with a rapidly gestating [hydra]({{ base_url }}/spells/hydra) that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five‑headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature.\n\nDuring the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw.\n\nWhen the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard hydra, but with the ability to cast [bane]({{ base_url }}/spells/bane) as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t give it a command or it can’t follow your command, the hydra attacks the nearest living creature.\n\nAt the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.\n\nThe hydra disappears at the end of the spell’s duration, or its existence can be cut short with a [wish]({{ base_url }}/spells/wish) spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a [dispel magic]({{ base_url }}/spells/dispel-magic) spell under the normal rules for dispelling high-level magic.", "document": "deep-magic", "level": 8, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -12410,7 +12804,8 @@ "desc": "Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration.\n\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it and can end the spell early.\n\n***Seeping Death.*** The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12441,7 +12836,8 @@ "desc": "Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12472,7 +12868,8 @@ "desc": "You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can’t willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn. Constructs and undead are immune to this effect.\n\nFor the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause the frightened condition.", "document": "deep-magic", "level": 0, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12503,7 +12900,8 @@ "desc": "You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as [color spray]({{ base_url }}/spells/color-spray). The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell.\n", "document": "deep-magic", "level": 2, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -12534,7 +12932,8 @@ "desc": "You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.", "document": "deep-magic", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12565,7 +12964,8 @@ "desc": "You create a momentary needle of cold, sharp pain in a creature within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage immediately and have its speed halved until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "This spell’s damage increases to 2d6 when you reach 5th level, 3d6 when you reach 11th level, and 4d6 when you reach 17th level.", "target_type": "creature", "range": "60 feet", @@ -12596,7 +12996,8 @@ "desc": "You make a melee spell attack against a creature you touch that has darkvision as an innate ability; on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses.", "document": "deep-magic", "level": 0, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12627,6 +13028,7 @@ "desc": "A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the frightened condition.\n", "document": "deep-magic", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.", "target_type": "creature", @@ -12660,7 +13062,8 @@ "desc": "You choose up to two creatures within range. Each creature must make a Wisdom saving throw. On a failed save, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", "target_type": "creature", "range": "120 feet", @@ -12691,7 +13094,8 @@ "desc": "You animate the shadow of a creature within range, causing it to attack that creature. As a bonus action when you cast the spell, or as an action on subsequent rounds while you maintain concentration, make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be incapacitated until the start of your next turn.\n", "document": "deep-magic", "level": 2, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -12724,7 +13128,8 @@ "desc": "You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter in the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends spill out onto the ground. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects into the portal.\n", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.", "target_type": "creature", "range": "5 feet", @@ -12755,7 +13160,8 @@ "desc": "If a creature you designate within range fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is whispered only to you. The shadow speaks in the target’s native language.\n\nIf the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded.\n\nIf the secret was spoken aloud, the target takes a −2 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest.\n\n***Ritual Focus.*** If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the −2 penalty.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -12786,7 +13192,8 @@ "desc": "You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you.\n\nIf you are reduced to 0 hit points, your oath is invoked; a shadow materializes within 5 feet of you. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.\n", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th.\n\n***Ritual Focus.*** If you expend your ritual focus, the spell summons a banshee instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows.", "target_type": "point", "range": "Self", @@ -12817,6 +13224,7 @@ "desc": "You and up to five of your allies within range contribute part of your life force to create a pool that can be used for healing. Each target takes 5 necrotic damage (which can’t be reduced but can be healed normally), and those donated hit points are channeled into a reservoir of life essence. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and drawing hit points from the pool into the injured creature. The injured creature heals a number of hit points equal to your spellcasting ability modifier, and the hit points in the pool decrease by the same amount. This process can be repeated until the pool is exhausted or the spell’s duration expires.", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -12850,6 +13258,7 @@ "desc": "A small icy globe shoots from your finger to a point within range and then explodes in a spray of ice. Each creature within 20 feet of that point must make a successful Dexterity saving throw or become coated in ice for 1 minute. Ice-coated creatures move at half speed. An invisible creature becomes outlined by the ice so that it loses the benefits of invisibility while the ice remains. The spell ends for a specific creature if that creature takes 5 or more fire damage.", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -12883,7 +13292,8 @@ "desc": "By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting **shifting the odds** is made with disadvantage.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12914,7 +13324,8 @@ "desc": "You fill a humanoid creature with such cold that its teeth begin to chatter and its body shakes uncontrollably. Roll 5d8; the total is the maximum hit points of a creature this spell can affect. The affected creature must succeed on a Constitution saving throw, or it cannot cast a spell or load a missile weapon until the end of your next turn. Once a creature has been affected by this spell, it is immune to further castings of this spell for 24 hours.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The maximum hit points you can affect increases by 4d8 when you reach 5th level (9d8), 11th level (13d8), and 17th level (17d8).", "target_type": "creature", "range": "30 feet", @@ -12945,7 +13356,8 @@ "desc": "You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points. The damage and the temporary hit points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary hit points last until the spell ends.", "document": "deep-magic", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12978,7 +13390,8 @@ "desc": "With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast **sidestep arrow**. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks. After you move, the ranged attack is resolved with the intervening foe as the target instead of you.", "document": "deep-magic", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -13009,7 +13422,8 @@ "desc": "You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot‑tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area.\n\nChoose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:\n* The creatures can’t willingly enter the cylinder’s area by nonmagical means; the cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder’s area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails.\n* They cannot hear any sounds that originate inside the cylinder.\n* They have disadvantage on attack rolls against targets inside the cylinder.\n* They can’t charm, frighten, or possess creatures inside the cylinder.\nCreatures that aren’t affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest.\n\nWhen you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest.\n", "document": "deep-magic", "level": 7, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.", "target_type": "creature", "range": "Self", @@ -13040,7 +13454,8 @@ "desc": "You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.", "document": "deep-magic", "level": 0, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13071,7 +13486,8 @@ "desc": "When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "20 feet", @@ -13102,7 +13518,8 @@ "desc": "Your magic haunts the dreams of others. Choose a sleeping creature that you are aware of within range. Creatures that don’t sleep, such as elves, can’t be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from the rest, and when it awakens, it gains one level of exhaustion and is afflicted with short‑term madness.\n", "document": "deep-magic", "level": 3, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -13133,7 +13550,8 @@ "desc": "You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -13164,7 +13582,8 @@ "desc": "You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form, you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so.\n\nIf you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra 1d6 force damage for every additional 10 feet traveled.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you touch for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -13195,7 +13614,8 @@ "desc": "A ball of snow forms 5 feet away from you and rolls in the direction you point at a speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving.\n\n| Round | Size | Damage |\n|-|-|-|\n| 1 | Small | 1d6 bludgeoning |\n| 2 | Medium | 2d6 bludgeoning |\n| 3 | Large | 4d6 bludgeoning |\n| 4 | Huge | 6d6 bludgeoning |\n\n", "document": "deep-magic", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -13226,7 +13646,8 @@ "desc": "This spell creates a simple “fort” from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort. The walls have AC 12, 30 hit points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, up to a maximum of 30 points.\n\nThe spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -13257,7 +13678,8 @@ "desc": "This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -13288,7 +13710,8 @@ "desc": "You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect.\n\n**Song of the forest** functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).\n\n***Ritual Focus.*** If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -13319,7 +13742,8 @@ "desc": "You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -13350,7 +13774,8 @@ "desc": "You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -13381,6 +13806,7 @@ "desc": "Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes 5d8 force damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren’t undead or constructs begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing.\n", "document": "deep-magic", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -13414,7 +13840,8 @@ "desc": "You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast.\n\nFor the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one. The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly.\n\nOnce the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.\n", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "The target has disadvantage on its Charisma saving throws if **spiteful weapon** is cast using a spell slot of 5th level or higher.", "target_type": "creature", "range": "25 feet", @@ -13445,7 +13872,8 @@ "desc": "You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13476,6 +13904,7 @@ "desc": "You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell.\n\nThis staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of three effects:\n\n* By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes 5d10 necrotic damage.\n* By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for 1d8+4 necrotic damage each.\n\nThe staff disappears and the spell ends when all the staff's charges have been expended or if you stop concentrating on the spell.\n", "document": "deep-magic", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slot levels above 4th.", "target_type": "creature", @@ -13509,7 +13938,8 @@ "desc": "The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can't be the source of blood for any spell or effect that requires even a drop of blood.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13540,7 +13970,8 @@ "desc": "You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "This spell’s damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.", "target_type": "creature", "range": "60 feet", @@ -13571,6 +14002,7 @@ "desc": "You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly.\n", "document": "deep-magic", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can create one additional bolt for each slot level above 5th.", "target_type": "creature", @@ -13602,7 +14034,8 @@ "desc": "This spell acts as [compelling fate]({{ base_url }}/spells/compelling-fate), except as noted above (**starry** vision can be cast as a reaction, has twice the range of [compelling fate]({{ base_url }}/spells/compelling-fate), and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success.\n", "document": "deep-magic", "level": 7, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.", "target_type": "creature", "range": "100 feet", @@ -13633,7 +14066,8 @@ "desc": "This spell increases gravity tenfold in a 50-foot radius centered on you. Each creature in the area other than you drops whatever it’s holding, falls prone, becomes incapacitated, and can’t move. If a solid object (such as the ground) is encountered when a flying or levitating creature falls, the creature takes three times the normal falling damage. Any creature except you that enters the area or starts its turn there must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage; on a successful save, it takes 4d6 bludgeoning damage, it’s no longer incapacitated, and it can move at half speed.\n\nAll ranged weapon attacks inside the area have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles that have mass, such as [flaming sphere]({{ base_url }}/spells/flaming-sphere). A creature under the influence of a [freedom of movement]({{ base_url }}/spells/freedom-of-movement) spell or comparable magic has advantage on the Strength saving throws required by this spell, and its speed isn’t reduced once it recovers from being incapacitated.", "document": "deep-magic", "level": 9, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "50 feet", @@ -13666,7 +14100,8 @@ "desc": "When you cast **steal warmth** after taking cold damage, you select a living creature within 5 feet of you. That creature takes the cold damage instead, or half the damage with a successful Constitution saving throw. You regain hit points equal to the amount of cold damage taken by the target.\n", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -13697,6 +14132,7 @@ "desc": "You unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet.\n", "document": "deep-magic", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -13728,6 +14164,7 @@ "desc": "You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius around you take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces the deafness to 1 round.", "document": "deep-magic", "level": 8, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13759,7 +14196,8 @@ "desc": "Choose one creature you can see within range that isn’t a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target. A [remove curse]({{ base_url }}/spells/remove-curse) spell or similar magic ends the spell early.\n", "document": "deep-magic", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -13790,7 +14228,8 @@ "desc": "You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm.\n As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.\n ***Bats.*** The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.\n ***Birds.*** The creature takes 4d6 slashing damage, and has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature's attacks.\n ***Insects.*** The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.", "document": "deep-magic", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -13823,6 +14262,7 @@ "desc": "You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -13854,7 +14294,8 @@ "desc": "You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears:\n* Two [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng)\n* One [shantak]({{ base_url }}/monsters/shantak)\n\nWhen the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible.\n\nRoll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise.\n\nEach round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long.\n\nA summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear 1d6 rounds later or until they are killed.\n", "document": "deep-magic", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a 7th- or 8th-level spell slot, you can summon four [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng) or a [hound of Tindalos]({{ base_url }}/monsters/hound-of-tindalos). When you cast it with a 9th-level spell slot, you can summon five [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng) or a [nightgaunt]({{ base_url }}/monsters/nightgaunt).", "target_type": "creature", "range": "60 feet", @@ -13885,7 +14326,8 @@ "desc": "You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. In all other ways, the star is equivalent to a [deva]({{ base_url }}/monsters/deva). It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 8, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -13916,7 +14358,8 @@ "desc": "Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of a chaos magic surge. The protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once the protected creature makes a successful saving throw allowed by **surge dampener**, the spell ends.", "document": "deep-magic", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13947,7 +14390,8 @@ "desc": "You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition’s normal effect on the target is suspended, and the indicated effect applies instead. This spell’s effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition’s duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition.\n\n***Blinded:*** The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.\n\n***Charmed:*** The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.\n\n***Frightened:*** The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.\n\n***Paralyzed:*** The target can use one extra bonus action or reaction per round.\n\n***Petrified:*** The target gains a +2 bonus to AC.\n\n***Poisoned:*** The target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition.\n\n***Stunned:*** The target has advantage on Intelligence, Wisdom, and Charisma saving throws.", "document": "deep-magic", "level": 5, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13978,6 +14422,7 @@ "desc": "You draw an arcane symbol on an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the symbol, that act triggers an arcane explosion. Each creature in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. After this symbol explodes or when the duration expires, its power is spent and the spell ends.", "document": "deep-magic", "level": 7, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -14009,6 +14454,7 @@ "desc": "You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three‐quarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick).\n\nWhen the lines appear, each creature in their area must make a Dexterity saving throw. Creatures takes 8d8 slashing damage, or half as much damage on a successful save.\n\nA creature can move through the lines at the risk of cutting itself on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 8d8 slashing damage on a failure, or half as much damage on a success.\n\nWhen you stop concentrating on the spell, you can cause the obsidian spikes to explode, dealing 5d8 slashing damage to any creature within 15 feet, or half as much damage on a successful Dexterity save.\n", "document": "deep-magic", "level": 7, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage from all effects of the lines increases by 1d8 for each slot level above 7th.", "target_type": "creature", @@ -14042,7 +14488,8 @@ "desc": "Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.", "document": "deep-magic", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -14073,7 +14520,8 @@ "desc": "You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -14104,6 +14552,7 @@ "desc": "You launch thousands of needlelike darts in a 5-foot‐wide line that is 120 feet long. Each creature in the line takes 6d6 piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage.\n", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -14137,7 +14586,8 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.\n", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -14168,7 +14618,8 @@ "desc": "You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14201,6 +14652,7 @@ "desc": "You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round.\n\nThis spell doesn’t function in an area affected by a [silence]({{ base_url }}/spells/silence) spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14234,7 +14686,8 @@ "desc": "With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -14265,7 +14718,8 @@ "desc": "This spell acts as [thunderous charge]({{ base_url }}/spells/thunderous-charge), but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of thunderous stampede.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -14296,6 +14750,7 @@ "desc": "You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot-radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone; if it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -14329,7 +14784,8 @@ "desc": "You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself.", "document": "deep-magic", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14360,7 +14816,8 @@ "desc": "A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.", "document": "deep-magic", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -14391,7 +14848,8 @@ "desc": "You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.", "document": "deep-magic", "level": 9, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Sight", @@ -14422,7 +14880,8 @@ "desc": "You touch a construct and throw it forward in time if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.", "document": "deep-magic", "level": 8, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14453,7 +14912,8 @@ "desc": "You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn. If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated.\n\nAn affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.", "document": "deep-magic", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14484,7 +14944,8 @@ "desc": "You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature’s speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell’s duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.", "document": "deep-magic", "level": 8, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -14515,7 +14976,8 @@ "desc": "You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -14546,6 +15008,7 @@ "desc": "This spell destabilizes the flow of time, enabling you to create a vortex of temporal fluctuations that are visible as a spherical distortion with a 10-foot radius, centered on a point within range. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside the sphere must also succeed on a Wisdom saving throw or be affected. On a successful save, it becomes immune to this casting of the spell.\n\nAn affected creature can’t take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn.\n\n| D10 | EFFECT |\n|-|-|\n| 1–2 | The creature is affected as if by a slow spell until the start of its next turn. |\n| 3–5 | The creature is stunned until the start of its next turn. |\n| 6–8 | The creature’s current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative. |\n| 9–10 | The creature’s speed is halved (round up to the nearest 5-foot increment) until the start of its next turn. |\n\nYou can move the temporal vortex 10 feet each round as a bonus action. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", "target_type": "point", @@ -14577,6 +15040,7 @@ "desc": "You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires.\n\n| D4 | Effect |\n|-|-|\n| 1 | Blinded |\n| 2 | Stunned |\n| 3 | Deafened |\n| 4 | Prone |\n\n", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14608,7 +15072,8 @@ "desc": "You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14639,7 +15104,8 @@ "desc": "**Tongue of sand** is similar in many ways to [magic mouth]({{ base_url }}/spells/magic-mouth). When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.\n\nAdditionally, **tongue of sand** has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.", "document": "deep-magic", "level": 3, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14670,7 +15136,8 @@ "desc": "You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC. On a failed check, the creature’s action is used but the spell slot isn’t expended.", "document": "deep-magic", "level": 5, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14701,7 +15168,8 @@ "desc": "You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.", "document": "deep-magic", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -14732,7 +15200,8 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.\n", "document": "deep-magic", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -14765,7 +15234,8 @@ "desc": "When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one *tracer* target at a time. If you put a *tracer* on a different target, the effect on the previous target ends.\n A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.", "document": "deep-magic", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -14796,7 +15266,8 @@ "desc": "You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch.\n\nAn affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies.\n\nCreatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.", "document": "deep-magic", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -14827,6 +15298,7 @@ "desc": "You touch a plant and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can't cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.", "document": "deep-magic", "level": 0, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -14858,7 +15330,8 @@ "desc": "One willing creature you touch gains a climbing speed equal to its walking speed. This climbing speed functions only while the creature is in contact with a living plant or fungus that’s growing from the ground. The creature can cling to an appropriate surface with just one hand or with just its feet, leaving its hands free to wield weapons or cast spells. The plant doesn’t give under the creature’s weight, so the creature can walk on the tiniest of tree branches, stand on a leaf, or run across the waving top of a field of wheat without bending a stalk or touching the ground.", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14889,7 +15362,8 @@ "desc": "You touch a tree and ask one question about anything that might have happened in its immediate vicinity (such as “Who passed by here?”). You get a mental sensation of the response, which lasts for the duration of the spell. Trees do not have a humanoid’s sense of time, so the tree might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the tree’s perspective. Trees are particularly attentive to anything that might harm the forest and always report such activities when questioned.\n\nIf you cast this spell on a tree that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14920,7 +15394,8 @@ "desc": "By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result.\n\nThe spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects.\n", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.", "target_type": "area", "range": "60 feet", @@ -14951,7 +15426,8 @@ "desc": "You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14982,7 +15458,8 @@ "desc": "You transform one of the four elements—air, earth, fire, or water—into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose.\n* ***Air.*** Vapor condenses into snowfall. If the effect of a [fog cloud]({{ base_url }}/spells/fog-cloud) spell, a [stinking cloud]({{ base_url }}/spells/stinking-cloud), or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage—and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage).\n* ***Earth.*** Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage.\n* ***Fire.*** Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.\n* ***Water.*** Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.", "document": "deep-magic", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -15015,7 +15492,8 @@ "desc": "You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15046,7 +15524,8 @@ "desc": "You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.\n\nYou can use a bonus action on your turn to move the area of the storm 30 feet in any direction.", "document": "deep-magic", "level": 9, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -15079,7 +15558,8 @@ "desc": "You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll a d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; you can roll a d10 twice and choose the result you prefer, but you gain one level of exhaustion. At the end of the spell, your body returns to its normal form.\n", "document": "deep-magic", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.\n ## Uncontrollable Transformation \n| D10 | Mutation |\n|-|-|\n| 1 | A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools. |\n| 2 | Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table). |\n| 3 | A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier. |\n| 4 | A second face appears on the back of your head. You gain darkvision out to a range of 120 feet and advantage on sight‐based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself. |\n| 5 | You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons. |\n| 6 | Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20. |\n| 7 | You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal. |\n| 8 | Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage. |\n| 9 | Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground. |\n| 10 | You grow three sets of feathered wings that give you a flying speed equal to your walking speed and the ability to hover. |\n\n ## Damage Type \n\n| d10 | Damage Type |\n|-|-|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |\n\n", "target_type": "creature", "range": "Self", @@ -15110,7 +15590,8 @@ "desc": "You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target’s AC by 2.\n\n**Undermine armor** has no effect on creatures that aren’t wearing armor.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15141,7 +15622,8 @@ "desc": "Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.", "document": "deep-magic", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15172,7 +15654,8 @@ "desc": "You cause a stone statue that you can see within 60 feet of you to animate as your ally. The statue has the statistics of a [stone golem]({{ base_url }}/monsters/stone-golem). It takes a turn immediately after your turn. As a bonus action on your turn, you can order the golem to move and attack, provided you’re within 60 feet of it. Without orders from you, the statue does nothing.\n\nWhenever the statue has 75 hit points or fewer at the start of your turn or it is more than 60 feet from you at the start of your turn, you must make a successful DC 16 spellcasting check or the statue goes berserk. On each of its turns, the berserk statue attacks you or one of your allies. If no creature is near enough to be attacked, the statue dashes toward the nearest one instead. Once the statue goes berserk, it remains berserk until it’s destroyed.\n\nWhen the spell ends, the animated statue reverts to a normal, mundane statue.", "document": "deep-magic", "level": 9, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -15203,7 +15686,8 @@ "desc": "By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll.\n", "document": "deep-magic", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.", "target_type": "creature", "range": "25 feet", @@ -15234,7 +15718,8 @@ "desc": "You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it.\n\nThe strangler is invisible to all creatures except you, and it can’t be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\n\nIf any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler can’t attack another target. If the strangler scores a critical hit, the target begins to suffocate and can’t speak until the grapple ends.", "document": "deep-magic", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15265,7 +15750,8 @@ "desc": "You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates.\n\nThe vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, the vine is permanent until destroyed or dispelled.", "target_type": "point", "range": "30 feet", @@ -15296,7 +15782,8 @@ "desc": "When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that’s within 30 feet of you and that can see you must make a Wisdom saving throw. On a failed save, a creature claws savagely at its eyes, dealing piercing damage to itself equal to 1d6 + the creature’s Strength modifier. The creature is also stunned until the end of its next turn and blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.", "document": "deep-magic", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -15327,7 +15814,8 @@ "desc": "You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a **+1 flaming longsword** with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a **+1 flaming longsword** for the caster who placed the bloodstain on it. A [wand of magic missiles]({{ base_url }}/spells/wand-of-magic-missiles) would be no more than a stick in the hands of anyone but the caster.\n", "document": "deep-magic", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.", "target_type": "object", "range": "Touch", @@ -15358,6 +15846,7 @@ "desc": "You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes difficult terrain as the Void tries to draw everything into itself. A creature that starts its turn within 40 feet of the sphere or that enters that area for the first time on its turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. A creature that starts its turn in the rift or that comes into contact with it for the first time on its turn takes 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and they take damage as creatures if they come into contact with it.\n\nWhile concentrating on the spell, you take 2d6 necrotic damage at the end of each of your turns.", "document": "deep-magic", "level": 9, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -15391,6 +15880,7 @@ "desc": "With a short phrase of Void Speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns while you maintain concentration, you can unleash a bolt of darkness at a creature within range. Make a ranged spell attack. If the target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.\n", "document": "deep-magic", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -15424,7 +15914,8 @@ "desc": "You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell.\n\nIn addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell’s new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster’s level.", "document": "deep-magic", "level": 7, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -15455,7 +15946,8 @@ "desc": "Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 2d6 + your Strength modifier and is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and it takes the same damage at the start of each of your turns. You can grapple only one creature at a time.\n\nThe Armor Class of the tentacles is equal to yours. If they take slashing damage equal to 5 + your Constitution modifier from a single attack, enough tentacles are severed to enable a grappled creature to escape. Severed tentacles are replaced by new ones at the start of your turn. Damage dealt to the tentacles doesn’t affect your hit points.\n\nWhile the spell is in effect, you are incapable of speech and can’t cast spells that have verbal components.", "document": "deep-magic", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -15486,7 +15978,8 @@ "desc": "For the duration, invisible creatures and objects within 20 feet of you become visible to you, and you have advantage on saving throws against effects that cause the frightened condition. The effect moves with you, remaining centered on you until the duration expires.\n", "document": "deep-magic", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slot levels above 1st.", "target_type": "creature", "range": "Self", @@ -15517,7 +16010,8 @@ "desc": "This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -15548,7 +16042,8 @@ "desc": "When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world.\n\nYou can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. If you have the ability to retrace a path you have previously taken without making a check (as a minotaur or a goristro can), this check automatically succeeds. On a failed check, you don't find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends.\n\nWhen the spell ends, you and those traveling with you appear in a safe location at your destination.\n", "document": "deep-magic", "level": 6, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.", "target_type": "creature", "range": "Self", @@ -15579,7 +16074,8 @@ "desc": "This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can’t use reactions. Each successful attack deals 4d6 slashing damage, and the damage is considered magical.\n\nThe wall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the miniature axes fall to the ground in a tidy heap.", "document": "deep-magic", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -15610,7 +16106,8 @@ "desc": "You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a [slow]({{ base_url }}/spells/slow) spell.", "document": "deep-magic", "level": 5, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -15641,7 +16138,8 @@ "desc": "You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.", "document": "deep-magic", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15672,7 +16170,8 @@ "desc": "A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.", "document": "deep-magic", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15703,7 +16202,8 @@ "desc": "When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a **+1 dagger**.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a **+2 dagger**. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a **+2 dagger of wounding**. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a **+3 dagger of wounding**.", "target_type": "creature", "range": "Self", @@ -15734,7 +16234,8 @@ "desc": "You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature.\n", "document": "deep-magic", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.", "target_type": "area", "range": "Self", @@ -15765,7 +16266,8 @@ "desc": "You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While **wild shield** is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.\n\n**Wild shield** ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels **wild shield** can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled.\n", "document": "deep-magic", "level": 4, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.", "target_type": "area", "range": "Self", @@ -15796,7 +16298,8 @@ "desc": "Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you.", "document": "deep-magic", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "20 feet", @@ -15829,7 +16332,8 @@ "desc": "You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe.\n\nThe sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).", "document": "deep-magic", "level": 8, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -15862,6 +16366,7 @@ "desc": "You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.\n\nThe wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.", "document": "deep-magic", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15893,7 +16398,8 @@ "desc": "This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment.\n\nAs a bonus action, you can move the center of the effect 20 feet.", "document": "deep-magic", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -15924,6 +16430,7 @@ "desc": "When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off fresh snow blankets the area. A creature caught in the spell’s area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature’s vision is hampered such that foes it targets are treated as having three-quarters cover.", "document": "deep-magic", "level": 6, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -15955,7 +16462,8 @@ "desc": "Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point—within 500 feet—that’s part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails.\n\nIf the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.", "document": "deep-magic", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -15986,7 +16494,8 @@ "desc": "You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.\n", "document": "deep-magic", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -16017,7 +16526,8 @@ "desc": "You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell.\n\nIf you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.", "target_type": "area", "range": "Self", @@ -16048,7 +16558,8 @@ "desc": "You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.", "document": "deep-magic", "level": 0, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -16079,6 +16590,7 @@ "desc": "By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions.", "document": "deep-magic", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -16110,7 +16622,8 @@ "desc": "Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.\n\nAlthough you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.\n", "document": "deep-magic", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.", "target_type": "object", "range": "10 feet", @@ -16143,7 +16656,8 @@ "desc": "You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way. While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw.\n\nA successful [remove curse]({{ base_url }}/spells/remove-curse) spell ends both effects.", "document": "deep-magic", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", diff --git a/data/v2/kobold-press/dmag-e/Spell.json b/data/v2/kobold-press/dmag-e/Spell.json index 584cfbed..46a9a61f 100644 --- a/data/v2/kobold-press/dmag-e/Spell.json +++ b/data/v2/kobold-press/dmag-e/Spell.json @@ -7,7 +7,8 @@ "desc": "Deep Magic: clockwork You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster's Proficiency bonus (modified by the construct's Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct's Strength and Dexterity modifiers when using skills based on those particular abilities. Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster's mind returns to his or her body.", "document": "dmag-e", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct's range also increases by 10 feet for each slot level.", "target_type": "object", "range": "Touch", @@ -38,6 +39,7 @@ "desc": "You create a faintly shimmering field of charged energy around yourself. Within that area, the intensity of ley lines you're able to draw on increases from weak to strong, or from strong to titanic. If no ley lines are near enough for you to draw on, you can treat the area of the spell itself as an unlocked, weak ley line.", "document": "dmag-e", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -69,7 +71,8 @@ "desc": "Deep Magic: clockwork This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn't severely damaged or destroyed. If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct's hit points are halved. An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct's size as follows. Size HP AC Attack STR DEX Spell Slot Tiny 15 12 +3, 1d4+4 4 16 1st Small 25 13 +4, 1d8+2 6 14 2nd Medium 40 14 +5, 2d6+1 10 12 3rd Large 50 15 +6, 2d10+2 14 10 4th Huge 80 16 +8, 2d12+4 18 8 5th Gargantuan 100 17 +10, 4d8+6 20 6 6th", "document": "dmag-e", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.", "target_type": "object", "range": "30 feet", @@ -100,7 +103,8 @@ "desc": "Deep Magic: temporal By touching an object, you retrieve another version of the object from elsewhere in time. If the object is attended, you must succeed on a melee spell attack roll against the creature holding or controlling the object. Any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object. If either object is destroyed, both are destroyed. This spell does not affect sentient items or unique artifacts.", "document": "dmag-e", "level": 7, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -131,7 +135,8 @@ "desc": "Deep Magic: clockwork The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.", "document": "dmag-e", "level": 1, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -162,7 +167,8 @@ "desc": "Deep Magic: clockwork This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.", "document": "dmag-e", "level": 1, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "Casting armored shell using a higher-level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.", "target_type": "creature", "range": "Self", @@ -193,7 +199,8 @@ "desc": "You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.", "document": "dmag-e", "level": 6, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -224,7 +231,8 @@ "desc": "Deep Magic: hieroglyph You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.", "document": "dmag-e", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -255,7 +263,8 @@ "desc": "By touching a target, you gain one sense, movement type and speed, feat, language, immunity, or extraordinary ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that's been dead no longer than 1 minute; a corpse makes no saving throw. You can possess only one borrowed power at a time.", "document": "dmag-e", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level, its duration increases to 1 hour. Additionally, the target loses the stolen power for the duration of the spell.", "target_type": "creature", "range": "Touch", @@ -286,7 +295,8 @@ "desc": "Deep Magic: clockwork You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action; it acts either immediately before or after you.", "document": "dmag-e", "level": 8, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -317,6 +327,7 @@ "desc": "You create a 10-foot tall, 20-foot radius ring of destructive energy around a point you can see within range. The area inside the ring is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Creatures and objects that touch the ring, that are inside it when it's created, or that end their turn inside the ring take 6d6 damage of the chosen type, or half damage with a successful Constitution saving throw. A creature or object reduced to 0 hit points by the spell is reduced to fine ash. At the start of each of your subsequent turns, the ring's radius expands by 20 feet. Any creatures or objects touched by the expanding ring are subject to its effects immediately.", "document": "dmag-e", "level": 9, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -348,7 +359,8 @@ "desc": "You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it's one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness).", "document": "dmag-e", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -381,7 +393,8 @@ "desc": "Deep Magic: illumination You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; listed after the spell). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell. Conjunction: Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you. Eclipse: Eclipses plunge the world into darkness and strengthen connections to the shadow plane. When you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. Nova: The nova is a powerful aid to divination spells. You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.", "document": "dmag-e", "level": 9, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -412,7 +425,8 @@ "desc": "You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature's blood in the cruor of visions, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy (see the crystal ball description in the Fifth Edition rules). I When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).", "document": "dmag-e", "level": 5, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -443,7 +457,8 @@ "desc": "You extract the goodness in food, pulling all the nutrition out of three days' worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed. The original food appears unchanged and though it's still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve.", "document": "dmag-e", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, an additional three meals' worth of food can be extracted for each slot level above 1st. Ritual Focus. If you expend your ritual focus, you can choose to have each day's worth of foyson take the form of a slice of delicious elven bread.", "target_type": "object", "range": "30 feet", @@ -474,7 +489,8 @@ "desc": "Deep Magic: clockwork You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.", "document": "dmag-e", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -505,7 +521,8 @@ "desc": "Deep Magic: clockwork You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject's movement, vision, or outgoing attacks.", "document": "dmag-e", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -536,7 +553,8 @@ "desc": "Deep Magic: void magic A willing creature you touch is imbued with the persistence of ultimate Chaos. Until the spell ends, the target has advantage on the first three death saving throws it attempts.", "document": "dmag-e", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th, 6th, or 7th level, the duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the duration increases to 72 hours.", "target_type": "creature", "range": "Touch", @@ -567,7 +585,8 @@ "desc": "You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration.", "document": "dmag-e", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a 9th-level spell slot, choose two damage types instead of one.", "target_type": "creature", "range": "60 feet", @@ -598,7 +617,8 @@ "desc": "Deep Magic: clockwork You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.", "document": "dmag-e", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.", "target_type": "creature", "range": "60 feet", @@ -631,6 +651,7 @@ "desc": "Deep Magic: clockwork You designate a spot within range, and massive gears emerge from the ground at that spot, creating difficult terrain in a 20-foot radius. Creatures that move in the area must make successful Dexterity saving throws after every 10 feet of movement or when they stand up. Failure indicates that the creature falls prone and takes 1d8 points of bludgeoning damage.", "document": "dmag-e", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -664,7 +685,8 @@ "desc": "This spell makes flammable material burn twice as long as normal.", "document": "dmag-e", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "25 feet", @@ -695,7 +717,8 @@ "desc": "Deep Magic: clockwork You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearforged traits except as follows: Vulnerability: Hellforged are vulnerable to radiant damage. Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that effect the mind or behavior. Past Life: The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proficiency in one skill. Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can't rejoin.", "document": "dmag-e", "level": 7, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -726,7 +749,8 @@ "desc": "The target gains blindsight to a range of 60 feet.", "document": "dmag-e", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.", "target_type": "creature", "range": "Touch", @@ -757,7 +781,8 @@ "desc": "Deep Magic: clockwork You imbue a spell of 1st thru 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it effects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.", "document": "dmag-e", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "You can perform this ritual as a 7th-level spell to imbue a spell of 4th or 5th level.", "target_type": "object", "range": "Touch", @@ -788,7 +813,8 @@ "desc": "Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.", "document": "dmag-e", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "25 feet", @@ -819,7 +845,8 @@ "desc": "You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.", "document": "dmag-e", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -850,7 +877,8 @@ "desc": "You set up ley energy vibrations in a 10-foot cube within range, and name one type of damage. Each creature in the area must make a successful Wisdom saving throw or lose resistance to the chosen damage type for the duration of the spell.", "document": "dmag-e", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a 7th-level spell slot, choose two damage types instead of one.", "target_type": "creature", "range": "30 feet", @@ -881,6 +909,7 @@ "desc": "You create a 15-foot-radius sphere filled with disruptive ley energy. The sphere is centered around a point you can see within range. Surfaces inside the sphere shift erratically, becoming difficult terrain for the duration. Any creature in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed on a Dexterity saving throw or fall prone. If you cast this spell in an area within the influence of a ley line, creatures have disadvantage on their saving throws against its effect. Special. A geomancer with a bound ley line is “within the influence of a ley line” for purposes of ley disruption as long as he or she is on the same plane as the bound line.", "document": "dmag-e", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -912,6 +941,7 @@ "desc": "You transform ambient ley power into a crackling bolt of energy 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half damage with a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of the obstacle receive no bonus to their saving throw from cover. The bolt stops if it strikes a second object.", "document": "dmag-e", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bolt's damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -945,7 +975,8 @@ "desc": "You channel destructive ley energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. This spell has no effect against constructs or undead.", "document": "dmag-e", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", "range": "Touch", @@ -978,7 +1009,8 @@ "desc": "You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.", "document": "dmag-e", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1009,7 +1041,8 @@ "desc": "A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it's created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is disruptive aura spell. Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw). Special. A geomancer who casts this spell regains 4d10 hit points.", "document": "dmag-e", "level": 9, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Special", @@ -1042,6 +1075,7 @@ "desc": "You unleash the power of a ley line within 5 miles, releasing a spark that flares into a 30-foot sphere centered around a point within 150 feet of you. Each creature in the sphere takes 14d6 force damage and is stunned for 1 minute; a successful Constitution saving throw halves the damage and negates the stun. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.", "document": "dmag-e", "level": 9, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1075,6 +1109,7 @@ "desc": "You channel the power of a ley line within 1 mile into a crackling tendril of multicolored ley energy. The tendril extends from your hand but doesn't interfere with your ability to hold or manipulate objects. When you cast the spell and as a bonus action on subsequent turns, you can direct the tendril to strike a target within 50 feet of you. Make a melee spell attack; on a hit, the tendril does 3d8 force damage and the target must make a Strength saving throw. If the saving throw fails, you can push the target away or pull it closer, up to 10 feet in either direction. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.", "document": "dmag-e", "level": 6, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -1106,7 +1141,8 @@ "desc": "Loki's gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you're currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.", "document": "dmag-e", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1137,7 +1173,8 @@ "desc": "Deep Magic: clockwork You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.", "document": "dmag-e", "level": 8, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1168,7 +1205,8 @@ "desc": "Deep Magic: clockwork Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.", "document": "dmag-e", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1199,7 +1237,8 @@ "desc": "Deep Magic: clockwork You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.", "document": "dmag-e", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.", "target_type": "creature", "range": "Touch", @@ -1230,7 +1269,8 @@ "desc": "You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.", "document": "dmag-e", "level": 2, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1261,7 +1301,8 @@ "desc": "Deep Magic: clockwork As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.", "document": "dmag-e", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.", "target_type": "object", "range": "Self", @@ -1292,7 +1333,8 @@ "desc": "Deep Magic: clockwork You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct; giving such an order ends the spell.", "document": "dmag-e", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1323,7 +1365,8 @@ "desc": "Deep Magic: clockwork ritual You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity's symbol onto the victim's forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control. The avatar is 8 feet tall and appears to be made of black iron wreathed in flames. Its eyes, mouth, and a portion of its torso are cut away to show the churning fire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following differences: Alignment is Neutral Evil; Speed is 50 feet and it cannot burrow or use earth glide; it gains the fire form ability of a fire elemental, but it cannot squeeze through small spaces; its Slam does an additional 1d10 fire damage. This transformation lasts for 24 hours. At the end of that time, the subject returns to its normal state and takes 77 (14d10) fire damage, or half damage with a successful DC 15 Constitution saving throw.", "document": "dmag-e", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1356,7 +1399,8 @@ "desc": "Deep Magic: clockwork You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut off at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shift planes with the bubble or leap outside of it a moment before the shift occurs. Any natural reaction between the two planes occurs normally (fire spreads, water flows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and effects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shift back to their original places automatically after 24 hours. Note that the amount of preparation involved (acquiring and attuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wide-ranging effect, it's also advisable to discuss your interest in this spell with your GM before adding it to your character's repertoire.", "document": "dmag-e", "level": 8, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -1387,7 +1431,8 @@ "desc": "Deep Magic: clockwork You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and its turn ends; it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled and it needs to have its daily maintenance performed immediately, if it relies on any of those things.", "document": "dmag-e", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -1420,6 +1465,7 @@ "desc": "Deep Magic: clockwork You speak a word of power, and energy washes over a single construct you touch. The construct regains all of its lost hit points, all negative conditions on the construct end, and it can use a reaction to stand up, if it was prone.", "document": "dmag-e", "level": 8, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1451,7 +1497,8 @@ "desc": "Deep Magic: clockwork You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.", "document": "dmag-e", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1482,7 +1529,8 @@ "desc": "Deep Magic: clockwork A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.", "document": "dmag-e", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.", "target_type": "object", "range": "Touch", @@ -1513,7 +1561,8 @@ "desc": "When you cast this spell, you open a glowing portal into the plane of shadow. The portal remains open for 1 minute, until 10 creatures step through it, or until you collapse it (no action required). Stepping through the portal places you on a shadow road leading to a destination within 50 miles, or in a direction specified by you. The road is in ideal condition. You and your companions can travel it safely at a normal pace, but you can't rest on the road; if you stop for more than 10 minutes, the spell expires and dumps you back into the real world at a random spot within 10 miles of your starting point. The spell expires 2d6 hours after being cast. When that happens, travelers on the road are safely deposited near their specified destination or 50 miles from their starting point in the direction that was specified when the spell was cast. Travelers never incur exhaustion no matter how many hours they spent walking or riding on the shadow road. The temporary shadow road ceases to exist; anything left behind is lost in the shadow realm. Each casting of risen road creates a new shadow road. A small chance exists that a temporary shadow road might intersect with an existing shadow road, opening the possibility for meeting other travelers or monsters, or for choosing a different destination mid-journey. The likelihood is entirely up to the GM.", "document": "dmag-e", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1544,7 +1593,8 @@ "desc": "Deep Magic: clockwork You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.", "document": "dmag-e", "level": 6, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -1575,7 +1625,8 @@ "desc": "By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, you open a portal directly into the Shadow Realm. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely in the Shadow Realm. The portal remains open for one minute or until you lose concentration on it, and it can be used to travel between the Shadow Realm and the chalk circle, in both directions, as many times as desired during the spell's duration. This spell can only be cast as a ritual.", "document": "dmag-e", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -1606,7 +1657,8 @@ "desc": "You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.", "document": "dmag-e", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1637,7 +1689,8 @@ "desc": "Your eyes burn with a bright, cold light that inflicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it suffers the first stage of snow blindness (see [Conditions]({{ base_url }}/sections/conditions)), or the second stage of snow blindness if it already has the first stage. The target recovers as described in [Conditions]({{ base_url }}/sections/conditions).", "document": "dmag-e", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1668,7 +1721,8 @@ "desc": "This spell can be cast when you are hit by an enemy's attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.", "document": "dmag-e", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1699,7 +1753,8 @@ "desc": "Deep Magic: clockwork One willing creature you touch becomes immune to mind-altering effects and psychic damage for the spell's duration.", "document": "dmag-e", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1730,6 +1785,7 @@ "desc": "Deep Magic: clockwork You surround yourself with the perfect order of clockwork. Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic damage. The damage is 8d8 for Chaotic aberrations, celestials, elementals, and fiends. A successful Wisdom saving throw halves the damage, but Chaotic creatures (the only ones affected by the spell) make the saving throw with disadvantage.", "document": "dmag-e", "level": 6, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1761,7 +1817,8 @@ "desc": "You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone. As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.", "document": "dmag-e", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1792,7 +1849,8 @@ "desc": "You call on the power of the dark gods of the afterlife to strengthen the target's undead energy. The spell's target has advantage on saving throws against Turn Undead while the spell lasts. If this spell is cast on a corpse that died from darakhul fever, the corpse gains a +5 bonus on its roll to determine whether it rises as a darakhul.", "document": "dmag-e", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1823,7 +1881,8 @@ "desc": "Deep Magic: void magic You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as a Void speaker (Creature Codex NPC) augmented by boons from the Void. Choose one of the following options for the type of avatar that appears (other options might be available if the GM allows): Avatar of Cthulhu. The Void speaker is a goat-man with the ability to cast black goat's blessing and unseen strangler at will. Avatar of Yog-Sothoth. The Void speaker is a human with 1d4 + 1 flesh warps and the ability to cast gift of Azathoth and thunderwave at will. When the avatar appears, you must make a Charisma saving throw. If it succeeds, the avatar is friendly to you and your allies. If it fails, the avatar is friendly to no one and attacks the nearest creature to it, pursuing and fighting for as long as possible. Roll initiative for the avatar, which takes its own turn. If friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature. Each round you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw or take 1d6 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc. The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the avatar becomes uncontrolled and hostile and doesn't disappear until 1d6 rounds later or it's killed.", "document": "dmag-e", "level": 9, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1854,7 +1913,8 @@ "desc": "Deep Magic: clockwork You speak a word and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.", "document": "dmag-e", "level": 0, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1885,7 +1945,8 @@ "desc": "Deep Magic: clockwork You halt the normal processes of degradation and wear in a nonmagical clockwork device, making normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year; if it previously needed monthly maintenance, it now requires attention only once a decade.", "document": "dmag-e", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1916,7 +1977,8 @@ "desc": "Deep Magic: clockwork You target a construct, giving it an extra action or move on each of its turns.", "document": "dmag-e", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1947,7 +2009,8 @@ "desc": "You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to an contact other plane.", "document": "dmag-e", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1978,7 +2041,8 @@ "desc": "Deep Magic: clockwork You copy your memories, or those learned from the spell read memory, onto an empty memory gear.", "document": "dmag-e", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", diff --git a/data/v2/kobold-press/kp/Spell.json b/data/v2/kobold-press/kp/Spell.json index 41d419e7..b54667d3 100644 --- a/data/v2/kobold-press/kp/Spell.json +++ b/data/v2/kobold-press/kp/Spell.json @@ -7,7 +7,8 @@ "desc": "The forest floor swirls and shifts around you to welcome you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to Hide. While hidden in a forest, you have advantage on your next Initiative check. The spell ends if you attack or cast a spell.", "document": "kp", "level": 1, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any target of this spell attacks or casts a spell.", "target_type": "creature", "range": "Self", @@ -38,7 +39,8 @@ "desc": "By performing this ritual, you can cast a spell on one nearby creature and have it affect a different, more distant creature. Both targets must be related by blood (no more distantly than first cousins). Neither of them needs to be a willing target. The blood strike ritual is completed first, taking 10 minutes to cast on yourself. Then the spell to be transferred is immediately cast by you on the initial target, which must be close enough to touch no matter what the spell's normal range is. The secondary target must be within 1 mile and on the same plane of existence as you. If the second spell allows a saving throw, it's made by the secondary target, not the initial target. If the saving throw succeeds, any portion of the spell that's avoided or negated by the secondary target affects the initial target instead. A creature can be the secondary target of blood strike only once every 24 hours; subsequent attempts during that time take full effect against the initial target with no chance to affect the secondary target. Only spells that have a single target can be transferred via blood stike. For example, a lesser restoration) currently affecting the initial creature and transfer it to the secondary creature, which then makes any applicable saving throw against the effect. If the saving throw fails or there is no saving throw, the affliction transfers completely and no longer affects the initial target. If the saving throw succeeds, the initial creature is still afflicted and also suffers anew any damage or conditions associated with first exposure to the affliction.", "document": "kp", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -69,7 +71,8 @@ "desc": "Deep Magic: summoning You summon a swarm of manabane scarabs that has just 40 hit points. The swarm appears at a spot you choose within 60 feet and attacks the closest enemy. You can conjure the swarm to appear in an enemy's space. If you prefer, you can summon two full-strength, standard swarms of insects (including beetles, centipedes, spiders, or wasps) instead.", "document": "kp", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -100,7 +103,8 @@ "desc": "A creature you touch must make a successful Constitution saving throw or be cursed with a shifting, amorphous form. Spells that change the target creature's shape (such as polymorph) do not end the curse, but they do hold the creature in a stable form, temporarily mitigating it until the end of that particular spell's duration; shapechange and stoneskin have similar effects. While under the effect of the curse of formlessness, the target creature is resistant to slashing and piercing damage and ignores the additional damage done by critical hits, but it can neither hold nor use any item, nor can it cast spells or activate magic items. Its movement is halved, and winged flight becomes impossible. Any armor, clothing, helmet, or ring becomes useless. Large items that are carried or worn, such as armor, backpacks, or clothing, become hindrances, so the target has disadvantage on Dexterity checks and saving throws while such items are in place. A creature under the effect of a curse of formlessness can try to hold itself together through force of will. The afflicted creature uses its action to repeat the saving throw; if it succeeds, the afflicted creature negates the penalties from the spell until the start of its next turn.", "document": "kp", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -131,7 +135,8 @@ "desc": "You draw forth the ebbing life force of a creature and question it. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you temporarily prevent its spirit from passing into the next realm. You are able to hear the spirit, though the spirit doesn't appear to any creature without the ability to see invisible creatures. The spirit communicates directly with your psyche and cannot see or hear anything but what you tell it. You can ask the spirit a number of questions equal to your proficiency bonus. Questions must be asked directly; a delay of more than 10 seconds between the spirit answering one question and you asking another allows the spirit to escape into the afterlife. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. The spirit cannot lie to you, but it can refuse to answer a question that would harm its living family or friends, or truthfully answer that it doesn't know. Once the spirit answers your allotment of questions, it passes on.", "document": "kp", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -162,7 +167,8 @@ "desc": "You generate an entropic field that rapidly ages every creature in the area of effect. The field covers a sphere with a 20-foot radius centered on you. Every creature inside the sphere when it's created, including you, must make a successful Constitution saving throw or gain 2 levels of exhaustion from sudden, traumatic aging. A creature that ends its turn in the field must repeat the saving throw, gaining 1 level of exhaustion per subsequent failure. You have advantage on these saving throws. An affected creature sheds 1 level of exhaustion at the end of its turn, if it started the turn outside the spell's area of effect (or the spell has ended). Only 1 level of exhaustion can be removed this way; all remaining levels are removed when the creature completes a short or long rest. A creature that died from gaining 6 levels of exhaustion, however, remains dead.", "document": "kp", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -193,7 +199,8 @@ "desc": "You create a ripple of dark energy that destroys everything it touches. You create a 10-foot-radius, 10-foot-deep cylindrical extra-dimensional hole on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the original conjured space, or on an expanded space as it grows, must succeed on a Dexterity saving throw to avoid falling in. The sloped pit edges crumble continuously, and any creature adjacent to the pit when it expands must succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like incapacitated for 2 rounds. When the spell ends, creatures within the pit must make a Constitution saving throw. Those who succeed rise up with the bottom of the pit until they are standing on the original surface. Those who fail also rise up but are stunned for 2 rounds.", "document": "kp", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase the depth of the pit by 10 feet for each slot level above 3rd.", "target_type": "creature", "range": "120 feet", @@ -224,7 +231,8 @@ "desc": "You draw forth the ebbing life force of a creature and use it to feed the worms. Upon casting this spell, you touch a creature that dropped to 0 hit points since your last turn. If it fails a Constitution saving throw, its body is completely consumed by worms in moments, leaving no remains. In its place is a swarm of worms (treat as a standard swarm of insects) that considers all other creatures except you as enemies. The swarm remains until it's killed.", "document": "kp", "level": 1, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -255,7 +263,8 @@ "desc": "Deep Magic: forest-bound You create a 20-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 7 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 7 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 7 can't extend into the cube. If the cube overlaps an area of ley line magic, such as greater ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.", "document": "kp", "level": 7, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 9th level or higher, its duration is concentration, up to 1 hour.", "target_type": "creature", "range": "60 feet", @@ -286,7 +295,8 @@ "desc": "Deep Magic: Rothenian You summon a spectral herd of ponies to drag off a creature that you can see in range. The target must be no bigger than Large and must make a Dexterity saving throw. On a successful save, the spell has no effect. On a failed save, a spectral rope wraps around the target and pulls it 60 feet in a direction of your choosing as the herd races off. The ponies continue running in the chosen direction for the duration of the spell but will alter course to avoid impassable obstacles. Once you choose the direction, you cannot change it. The ponies ignore difficult terrain and are immune to damage. The target is prone and immobilized but can use its action to make a Strength or Dexterity check against your spell DC to escape the spectral bindings. The target takes 1d6 bludgeoning damage for every 20 feet it is dragged by the ponies. The herd moves 60 feet each round at the beginning of your turn.", "document": "kp", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -319,7 +329,8 @@ "desc": "This ritual must be cast during a solar eclipse. It can target a person, an organization (including a city), or a kingdom. If targeting an organization or a kingdom, the incantation requires an object epitomizing the entity as part of the material component, such as a crown, mayoral seal, standard, or primary relic. If targeting a person, the primary performer must hold a vial of the person's blood. Over the course of the incantation, the components are mixed and the primary caster inscribes a false history and a sum of knowledge concerning the target into the book using the mockingbird quills. When the incantation is completed, whatever the caster wrote in the book becomes known and accepted as truth by the target. The target can attempt a Wisdom saving throw to negate this effect. If the target was a city or a kingdom, the saving throw is made with advantage by its current leader or ruler. If the saving throw fails, all citizens or members of the target organization or kingdom believe the account written in the book to be fact. Any information contrary to what was written in the book is forgotten within an hour, but individuals who make a sustained study of such information can attempt a Wisdom saving throw to retain the contradictory knowledge. Books containing contradictory information are considered obsolete or purposely misleading. Permanent structures such as statues of heroes who've been written out of existence are believed to be purely artistic endeavors or so old that no one remembers their identities anymore. The effects of this ritual can be reversed by washing the written words from the book using universal solvent and then burning the book to ashes in a magical fire. Incantation of lies made truth is intended to be a villainous motivator in a campaign, with the player characters fighting to uncover the truth and reverse the spell's effect. The GM should take care not to remove too much player agency with this ritual. The creatures affected should be predominantly NPCs, with PCs and even select NPCs able to resist it. Reversing the effect of the ritual can be the entire basis of a campaign.", "document": "kp", "level": 9, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "1000 feet", @@ -350,7 +361,8 @@ "desc": "Deep Magic: dragon With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell's range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line. All creatures in that line and up to 100 feet above it take 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. A creature that fails the saving throw is impaled by a chunk of crystal that halves the creature's speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a successful DC 13 Strength check. If the check succeeds, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.", "document": "kp", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "100 feet", @@ -383,7 +395,8 @@ "desc": "Deep Magic: forest-bound You create a 10-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 5 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 5 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 5 can't extend into the cube. If the cube overlaps an area of ley line magic, such as lesser ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.", "document": "kp", "level": 5, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, its duration is concentration, up to 1 hour.", "target_type": "creature", "range": "30 feet", @@ -414,7 +427,8 @@ "desc": "Deep Magic: forest-bound While in your bound forest, you tune your senses to any disturbances of ley energy flowing through it. For the duration, you are aware of any ley line manipulation or ley spell casting within 5 miles of you. You know the approximate distance and general direction to each disturbance within that range, but you don't know its exact location. This doesn't allow you to locate the ley lines themselves, just any use or modification of them.", "document": "kp", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -445,7 +459,8 @@ "desc": "For the duration, you can sense the presence of any dimensional portals within range and whether they are one-way or two-way. If you sense a portal using this spell, you can use your action to peer through the portal to determine its destination. You gain a glimpse of the area at the other end of the shadow road. If the destination is not somewhere you have previously visited, you can make a DC 25 Intelligence (Arcana, History or Nature-whichever is most relevant) check to determine to where and when the portal leads.", "document": "kp", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -476,7 +491,8 @@ "desc": "You touch a creature who must be present for the entire casting. A beam of moonlight shines down from above, bathing the target in radiant light. The spell fails if you can't see the open sky. If the target has any levels of shadow corruption, the moonlight burns away some of the Shadow tainting it. The creature must make a Constitution saving throw against a DC of 10 + the number of shadow corruption levels it has. The creature takes 2d10 radiant damage per level of shadow corruption and removes 1 level of shadow corruption on a failed saving throw, or half as much damage and removes 2 levels of shadow corruption on a success.", "document": "kp", "level": 5, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -509,7 +525,8 @@ "desc": "When you cast this spell, your body becomes highly mutable, your flesh constantly shifting and quivering, occasionally growing extra parts-limbs and eyes-only to reabsorb them soon afterward. While under the effect of this spell, you have resistance to slashing and piercing damage and ignore the additional damage done by critical hits. You can squeeze through Tiny spaces without penalty. In addition, once per round, as a bonus action, you can make an unarmed attack with a newly- grown limb. Treat it as a standard unarmed attack, but you choose whether it does bludgeoning, piercing, or slashing damage.", "document": "kp", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -540,7 +557,8 @@ "desc": "You must tap the power of a titanic or strong ley line to cast this spell (see the Ley Initiate feat). You open a new two-way Red Portal on the shadow road, leading to a precise location of your choosing on any plane of existence. If located on the Prime Material Plane, this destination can be in the present day or up to 1,000 years in the past. The portal lasts for the duration. Deities and other planar rulers can prevent portals from opening in their presence or anywhere within their domains.", "document": "kp", "level": 9, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -571,6 +589,7 @@ "desc": "Deep Magic: Rothenian A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and thrown 50 feet upward into the air. If a creature hits a solid obstruction, such as a stone ceiling, when it's thrown upward, it takes bludgeoning damage as if it had fallen (50 feet - the distance it's traveled upward). For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen (50 feet - 10 feet =) 40 feet, or 4d6 bludgeoning damage.", "document": "kp", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot above 3rd.", "target_type": "point", @@ -604,7 +623,8 @@ "desc": "When you cast this spell, you can reset the destination of a Red Portal within range, diverting the shadow road so it leads to a location of your choosing. This destination must be in the present day. You can specify the target destination in general terms such as the City of the Fire Snakes, Mammon's home, the Halls of Avarice, or in the Eleven Hells, and anyone stepping through the portal while the spell is in effect will appear in or near that destination. If you reset the destination to the City of the Fire Snakes, for example, the portal might now lead to the first inner courtyard inside the city, or to the marketplace just outside at the GM's discretion. Once the spell's duration expires, the Red Portal resets to its original destination (50% chance) or to a new random destination (roll on the Destinations table).", "document": "kp", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can specify a destination up to 100 years in the past for each slot level beyond 5th.", "target_type": "object", "range": "10 feet", @@ -635,7 +655,8 @@ "desc": "You draw blood from the corpse of a creature that has been dead for no more than 24 hours and magically fashion it into a spear of frozen blood. This functions as a +1 spear that does cold damage instead of piercing damage. If the spear leaves your hand for more than 1 round, it melts and the spell ends.", "document": "kp", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "If the spell is cast with a 4th-level spell slot, it creates a +2 spear. A 6th-level spell slot creates a +3 spear.", "target_type": "creature", "range": "Touch", @@ -666,7 +687,8 @@ "desc": "When you cast this spell, you create illusory doubles that move when you move but in different directions, distracting and misdirecting your opponents. When scattered images is cast, 1d4 + 2 images are created. Images behave exactly as those created with mirror image, with the exceptions described here. These images remain in your space, acting as invisible or the attacker is blind, the spell has no effect.", "document": "kp", "level": 4, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -697,7 +719,8 @@ "desc": "You seal a Red Portal or other dimensional gate within range, rendering it inoperable until this spell is dispelled. While the portal remains sealed in this way, it cannot be found with the locate Red Portal spell.", "document": "kp", "level": 6, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -728,7 +751,8 @@ "desc": "The selfish wish grants the desires of a supplicant in exchange for power. Like a wish for a great increase in Strength may come with an equal reduction in Intelligence). In exchange for casting the selfish wish, the caster also receives an influx of power. The caster receives the following bonuses for 2 minutes: Doubled speed one extra action each round (as haste) Armor class increases by 3", "document": "kp", "level": 9, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -759,7 +783,8 @@ "desc": "Casting this spell consumes the corpse of a creature and creates a shadowy duplicate of it. The creature returns as a shadow beast. The shadow beast has dim memories of its former life and retains free will; casters are advised to be ready to make an attractive offer to the newly-risen shadow beast, to gain its cooperation.", "document": "kp", "level": 6, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -790,7 +815,8 @@ "desc": "This spell temporarily draws a willow tree from the Shadow Realm to the location you designate within range. The tree is 5 feet in diameter and 20 feet tall.\n When you cast the spell, you can specify individuals who can interact with the tree. All other creatures see the tree as a shadow version of itself and can't grasp or climb it, passing through its shadowy substance. A creature that can interact with the tree and that has Sunlight Sensitivity or Sunlight Hypersensitivity is protected from sunlight while within 20 feet of the tree. A creature that can interact with the tree can climb into its branches, giving the creature half cover.", "document": "kp", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -821,7 +847,8 @@ "desc": "You draw a rune or inscription no larger than your hand on the target. The target must succeed on a Constitution saving throw or be branded with the mark on a location of your choosing. The brand appears as an unintelligible mark to most creatures. Those who understand the Umbral language recognize it as a mark indicating the target is an enemy of the shadow fey. Shadow fey who view the brand see it outlined in a faint glow. The brand can be hidden by mundane means, such as clothing, but it can be removed only by the *remove curse* spell.\n While branded, the target has disadvantage on ability checks when interacting socially with shadow fey.", "document": "kp", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -852,7 +879,8 @@ "desc": "You cut yourself and bleed as tribute to Marena, gaining power as long as the blood continues flowing. The stigmata typically appears as blood running from the eyes or ears, or from wounds manifesting on the neck or chest. You take 1 piercing damage at the beginning of each turn and gain a +2 bonus on damage rolls. Any healing received by you, magical or otherwise, ends the spell.", "document": "kp", "level": 2, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage you take at the start of each of your turns and the bonus damage you do both increase by 1 for each slot level above 2nd, and the duration increases by 1 round for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -883,7 +911,8 @@ "desc": "Chernobog doesn't care that the Night Cauldron only focuses on one aspect of his dominion. After all, eternal night leads perfectly well to destruction and murder, especially by the desperate fools seeking to survive in the new, lightless world. Having devotees at the forefront of the mayhem suits him, so he allows a small measure of his power to infuse worthy souls. After contacting the Black God, the ritual caster makes a respectful yet forceful demand for him to deposit some of his power into the creature that is the target of the ritual. For Chernobog to comply with this demand, the caster must make a successful DC 20 spellcasting check. If the check fails, the spell fails and the caster and the spell's target become permanently vulnerable to fire; this vulnerability can be ended with remove curse or comparable magic. If the spell succeeds, the target creature gains darkvision (60 feet) and immunity to cold. Chernobog retains the privilege of revoking these gifts if the recipient ever wavers in devotion to him.", "document": "kp", "level": 9, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -914,7 +943,8 @@ "desc": "You draw forth the ebbing life force of a creature and use its arcane power. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you gain knowledge of spells, innate spells, and similar abilities it could have used today were it still alive. Expended spells and abilities aren't revealed. Choose one of these spells or abilities with a casting time no longer than 1 action. Until you complete a long rest, you can use this spell or ability once, as a bonus action, using the creature's spell save DC or spellcasting ability bonus.", "document": "kp", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -945,7 +975,8 @@ "desc": "This spell summons a swarm of ravens or other birds-or a swarm of bats if cast at night or underground-to serve you as spies. The swarm moves out as you direct, but it won't patrol farther away than the spell's range. Commands must be simple, such as “search the valley to the east for travelers” or “search everywhere for humans on horses.” The GM can judge how clear and effective your instructions are and use that estimation in determining what the spies report. You can recall the spies at any time by whispering into the air, but the spell ends when the swarm returns to you and reports. You must receive the swarm's report before the spell expires, or you gain nothing. The swarm doesn't fight for you; it avoids danger if possible but defends itself if it must. You know if the swarm is destroyed, and the spell ends.", "document": "kp", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "10 miles", diff --git a/data/v2/kobold-press/toh/Spell.json b/data/v2/kobold-press/toh/Spell.json index 80f8db1e..aa12547b 100644 --- a/data/v2/kobold-press/toh/Spell.json +++ b/data/v2/kobold-press/toh/Spell.json @@ -7,7 +7,8 @@ "desc": "You touch a wooden, plaster, or stone surface and create a passage with two trapdoors. The first trapdoor appears where you touch the surface, and the other appears at a point you can see up to 30 feet away. The two trapdoors can be wooden with a metal ring handle, or they can match the surrounding surfaces, each with a small notch for opening the door. The two trapdoors are connected by an extradimensional passage that is up to 5 feet wide, up to 5 feet tall, and up to 30 feet long. The trapdoors don't need to be on the same surface, allowing the passage to connect two separated locations, such as the two sides of a chasm or river. The passage is always straight and level for creatures inside it, and the creatures exit the tunnel in such a way that allows them to maintain the same orientation as when they entered the passage. No more than five creatures can transit the passage at the same time.\n When the spell ends and the trapdoors disappear, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest the end of the passage closest to them.", "document": "toh", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the length of the passage and the distance you can place the second trapdoor increases by 10 feet for each slot level above 3rd.", "target_type": "point", "range": "Touch", @@ -38,7 +39,8 @@ "desc": "You bolster the defenses of those nearby. Choose up to twelve willing creatures in range. When an affected creature is within 5 feet of at least one other affected creature, they create a formation. The formation must be a contiguous grouping of affected creatures, and each affected creature must be within 5 feet of at least one other affected creature within the formation. If the formation ever has less than two affected creatures, it ends, and an affected creature that moves further than 5 feet from other creatures in formation is no longer in that formation. Affected creatures don't have to all be in the same formation, and they can create or end as many formations of various sizes as they want for the duration of the spell. Each creature in a formation gains a bonus depending on how many affected creatures are in that formation.\n ***Two or More Creatures.*** Each creature gains a +2 bonus to AC.\n ***Four or More Creatures.*** Each creature gains a +2 bonus to AC, and when it hits with any weapon, it deals an extra 1d6 damage of the weapon's type.\n ***Six or More Creatures.*** Each creature gains a +3 bonus to AC, and when it hits with any weapon, it deals an extra 2d6 damage of the weapon's type.", "document": "toh", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -69,7 +71,8 @@ "desc": "This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.\n An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.", "document": "toh", "level": 5, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -100,7 +103,8 @@ "desc": "You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):\n* One ally gains advantage on its next attack roll, saving throw, or ability check.\n* An enemy has disadvantage on the next attack roll it makes against you or an ally.\n* You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.\n* Three allies who can see and hear you on your turn are given the benefit of a *bless*, *guidance*, or *resistance spell* on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.", "document": "toh", "level": 5, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -131,7 +135,8 @@ "desc": "You imbue a willing creature with a touch of lycanthropy. The target gains a few bestial qualities appropriate to the type of lycanthrope you choose, such as tufts of fur, elongated claws, a fang-lined maw or tusks, and similar features. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. In addition, the target has advantage on Wisdom (Perception) checks that rely on hearing or smell. Finally, the creature can use its new claws and jaw or tusks to make unarmed strikes. The claws deal slashing damage equal to 1d4 + the target's Strength modifier on a hit. The bite deals piercing damage equal to 1d6 + the target's Strength modifier on a hit. The target's bite doesn't inflict lycanthropy.", "document": "toh", "level": 4, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each spell slot above 4th.", "target_type": "creature", "range": "30 feet", @@ -162,7 +167,8 @@ "desc": "When you cast this spell, you touch a pair of objects. Each object must be small enough to fit in one hand. While holding one of the objects, you can sense the direction to the other object's location.\n If the paired object is in motion, you know the direction and relative speed of its movement (walking, running, galloping, or similar). When the two objects are within 30 feet of each other, they vibrate faintly unless they are touching. If you aren't holding either item and the spell hasn't ended, you can sense the direction of the closest of the two objects within 1,000 feet of you, and you can sense if it is in motion. If neither object is within 1,000 feet of you, you sense the closest object as soon as you come within 1,000 feet of one of them. If an inch or more of lead blocks a direct path between you and an affected object, you can't sense that object.", "document": "toh", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -193,7 +199,8 @@ "desc": "You imbue a willing creature that you can see within range with vitality and fury. The target gains 1d6 temporary hit points, has advantage on Strength checks, and deals an extra 1d6 damage when it hits with a weapon attack. When the spell ends, the target suffers one level of exhaustion for 1 minute.", "document": "toh", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -224,7 +231,8 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on weapon attack rolls. In addition, when an affected creature rolls damage dice for a successful attack, it must roll the weapon's damage dice twice and use the lower total. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -255,7 +263,8 @@ "desc": "You create a ward that bolsters a structure or a collection of structures that occupy up to 2,500 square feet of floor space. The bolstered structures can be up to 20 feet tall and shaped as you desire. You can ward several small buildings in a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. For the purpose of this spell, “structures” include walls, such as the palisade that might surround a small fort, provided the wall is no more than 20 feet tall.\n For the duration, each structure you bolstered has a damage threshold of 5. If a structure already has a damage threshold, that threshold increases by 5.\n This spell protects only the walls, support beams, roofs, and similar that make up the core components of the structure. It doesn't bolster objects within the structures, such as furniture.\n The protected structure or structures radiate magic. A *dispel magic* cast on a structure removes the bolstering from only that structure. You can create a permanently bolstered structure or collection of structures by casting this spell there every day for one year.", "document": "toh", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the square feet of floor space you can bolster increases by 500 and the damage threshold increases by 2 for each slot level above 3rd.", "target_type": "area", "range": "120 feet", @@ -286,7 +295,8 @@ "desc": "You cause a swirling gyre of dust, small rocks, and wind to encircle a creature you can see within range. The target must succeed on a Dexterity saving throw or have disadvantage on attack rolls and on Wisdom (Perception) checks. At the end of each of its turns, the target can make a Dexterity saving throw. On a success, the spell ends.\n In addition, if the target is within a cloud or gas, such as the area of a *fog cloud* spell or a dretch's Fetid Cloud, the affected target has disadvantage on this spell's saving throws and on any saving throws associated with being in the cloud or gas, such as the saving throw to reduce the poison damage the target might take from starting its turn in the area of a *cloudkill* spell.", "document": "toh", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute, and the spell doesn't require concentration.", "target_type": "creature", "range": "120 feet", @@ -317,6 +327,7 @@ "desc": "You cause the ground at a point you can see within range to explode. The ground must be sand, earth, or unworked rock. Each creature within 10 feet of that point must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. The area then becomes difficult terrain with a 5-foot-deep pit centered on the point you chose.", "document": "toh", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "point", @@ -350,7 +361,8 @@ "desc": "You cause a cloud of illusory butterflies to swarm around a target you can see within range. The target must succeed on a Charisma saving throw or be charmed for the duration. While charmed, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|------|-------------------|\n| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |\n| 2-6 | The creature doesn't take an action this turn. |\n| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |\n| 9-10 | The creature can act and move normally. |\n\nAt the end of each of its turns, and each time it takes damage, the target can make another Charisma saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -381,7 +393,8 @@ "desc": "You attempt to calm aggressive or frightened animals. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects.\n ***Suppress Hold.*** You can suppress any effect causing the target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\n ***Suppress Hostility.*** You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its allies being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.", "document": "toh", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -412,7 +425,8 @@ "desc": "You send your allies and your enemies to opposite sides of the battlefield. Pick a cardinal direction. With a shout and a gesture, you and up to five willing friendly creatures within range are teleported up to 90 feet in that direction to spaces you can see. At the same time, up to six hostile creatures within range must make a Wisdom saving throw. On a failed save, the hostile creature is teleported up to 90 feet in the opposite direction of where you teleport yourself and the friendly creatures to spaces you can see. You can't teleport a target into dangerous terrain, such as lava or off the edge of a cliff, and each target must be teleported to an unoccupied space that is on the ground or on a floor.", "document": "toh", "level": 7, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -443,7 +457,8 @@ "desc": "You summon a construct of challenge rating 5 or lower to harry your foes. It appears in an unoccupied space you can see within range. It disappears when it drops to 0 hit points or when the spell ends.\n The construct is friendly to you and your companions for the duration. Roll initiative for the construct, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the construct, it defends itself from hostile creatures but otherwise takes no actions.\n If your concentration is broken, the construct doesn't disappear. Instead, you lose control of the construct, it becomes hostile toward you and your companions, and it might attack. An uncontrolled construct can't be dismissed by you, and it disappears 1 hour after you summoned it.\n The construct deals double damage to objects and structures.\n The GM has the construct's statistics.", "document": "toh", "level": 6, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", "target_type": "point", "range": "60 feet", @@ -474,7 +489,8 @@ "desc": "You sprinkle some graveyard dirt before you and call forth vengeful spirits. The spirits erupt from the ground at a point you choose within range and sweep outward. Each creature in a 30-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature takes 6d10 necrotic damage and becomes frightened for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened.\n At the end of each of its turns, a creature frightened by this spell can make another saving throw. On a success, this spell ends on the creature.", "document": "toh", "level": 7, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.", "target_type": "point", "range": "60 feet", @@ -507,7 +523,8 @@ "desc": "You imbue yourself and up to five willing creatures within range with the ability to enter a meditative trance like an elf. Once before the spell ends, an affected creature can complete a long rest in 4 hours, meditating as an elf does while in trance. After resting in this way, each creature gains the same benefit it would normally gain from 8 hours of rest.", "document": "toh", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -538,7 +555,8 @@ "desc": "You create a psychic binding on the mind of a creature within range. Until this spell ends, the creature must make a Charisma saving throw each time it casts a spell. On a failed save, it takes 2d6 psychic damage, and it fails to cast the spell. It doesn't expend a spell slot if it fails to cast the spell.", "document": "toh", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -571,7 +589,8 @@ "desc": "You study a creature you can see within range, learning its weaknesses. The creature must make a Charisma saving throw. If it fails, you learn its damage vulnerabilities, damage resistances, and damage immunities, and the next attack one of your allies in range makes against the target before the end of your next turn has advantage.", "document": "toh", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -602,7 +621,8 @@ "desc": "When you cast this spell, the ammunition flies from your hand with a loud bang, targeting up to five creatures or objects you can see within range. You can launch the bullets at one target or several. Make a ranged spell attack for each bullet. On a hit, the target takes 3d6 piercing damage. This damage can experience a burst, as described in the gunpowder weapon property (see the Adventuring Gear chapter), but this spell counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected.", "document": "toh", "level": 5, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -635,6 +655,7 @@ "desc": "With a last word before you fall unconscious, this spell inflicts radiant damage to your attacker equal to 1d8 + the amount of damage you took from the triggering attack. If the attacker is a fiend or undead, it takes an extra 1d8 radiant damage. The creature then must succeed on a Constitution saving throw or become stunned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a successful save, it is no longer stunned.", "document": "toh", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", @@ -668,7 +689,8 @@ "desc": "You imbue a bottle of wine with fey magic. While casting this spell, you and up to seven other creatures can drink the imbued wine. At the completion of the casting, each creature that drank the wine can see invisible creatures and objects as if they were visible, can see into the Ethereal plane, and has advantage on Charisma checks and saving throws for the duration. Ethereal creatures and objects appear ghostly and translucent.", "document": "toh", "level": 4, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -699,7 +721,8 @@ "desc": "You attempt to convince a creature to enter a paranoid, murderous rage. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be convinced those around it intend to steal anything and everything it possesses, from its position of employment, to the affections of its loved ones, to its monetary wealth and possessions, no matter how trusted those nearby might be or how ludicrous such a theft might seem. While affected by this spell, the target must use its action to attack the nearest creature other than itself or you. If the target starts its turn with no other creature near enough to move to and attack, the target can make another Wisdom saving throw. On a success, the target's head clears momentarily and it can act freely that turn. If the target starts its turn a second time with no other creature near enough to move to and attack, it can make another Wisdom saving throw. On a success, the spell ends on the target.\n Each time the target takes damage, it can make another Wisdom saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -730,7 +753,8 @@ "desc": "You spend an hour anointing a rose with scented oils and imbuing it with fey magic. The first creature other than you that touches the rose before the spell ends pricks itself on the thorns and must make a Charisma saving throw. On a failed save, the creature falls into a deep slumber for 24 hours, and it can be awoken only by the greater restoration spell or similar magic or if you choose to end the spell as an action. While slumbering, the creature doesn't need to eat or drink, and it doesn't age.\n Each time the creature takes damage, it makes a new Charisma saving throw. On a success, the spell ends on the creature.", "document": "toh", "level": 5, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration of the slumber increases to 7 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year with a 9th-level spell slot.", "target_type": "creature", "range": "Touch", @@ -761,7 +785,8 @@ "desc": "You create a furiously erupting volcano centered on a point you can see within range. The ground heaves violently as a cinder cone that is 2 feet wide and 5 feet tall bursts up from it. Each creature within 30 feet of the cinder cone when it appears must make a Strength saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.\n Each round you maintain concentration on this spell, the cinder cone produces additional effects on your turn.\n ***Round 2.*** Smoke pours from the cinder cone. Each creature within 10 feet of the cinder cone when the smoke appears takes 4d6 poison damage. Afterwards, each creature that enters the smoky area for the first time on a turn or starts its turn there takes 2d6 poison damage. The smoke spreads around corners, and its area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke until the start of your next turn, when the smoke reforms.\n ***Round 3.*** Lava bubbles out from the cinder cone, spreading out to cover the ground within 20 feet of the cinder cone. Each creature and object in the area when the lava appears takes 10d10 fire damage and is on fire. Afterwards, each creature that enters the lava for the first time on a turn or starts its turn there takes 5d10 fire damage. In addition, the smoke spreads to fill a 20-foot-radius sphere centered on the cinder cone.\n ***Round 4.*** The lava continues spreading and covers the ground within 30 feet of the cinder cone in lava that is 1-foot-deep. The lava-covered ground becomes difficult terrain. In addition, the smoke fills a 30-footradius sphere centered on the cinder cone.\n ***Round 5.*** The lava expands to cover the ground within 40 feet of the cinder cone, and the smoke fills a 40-foot radius sphere centered on the cinder cone. In addition, the cinder cone begins spewing hot rocks. Choose up to three creatures within 90 feet of the cinder cone. Each target must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and 3d6 fire damage.\n ***Rounds 6-10.*** The lava and smoke continue to expand in size by 10 feet each round. In addition, each round you can direct the cinder cone to spew hot rocks at three targets, as described in Round 5.\n When the spell ends, the volcano ceases erupting, but the smoke and lava remain for 1 minute before cooling and dispersing. The landscape is permanently altered by the spell.", "document": "toh", "level": 9, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -794,7 +819,8 @@ "desc": "You create a momentary, flickering duplicate of yourself just as you make an attack against a creature. You have advantage on the next attack roll you make against the target before the end of your next turn as it's distracted by your illusory copy.", "document": "toh", "level": 1, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -825,7 +851,8 @@ "desc": "You enchant up to 1 pound of food or 1 gallon of drink within range with fey magic. Choose one of the effects below. For the duration, any creature that consumes the enchanted food or drink, up to four creatures per pound of food or gallon of drink, must succeed on a Charisma saving throw or succumb to the chosen effect.\n ***Slumber.*** The creature falls asleep and is unconscious for 1 hour. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\n ***Friendly Face.*** The creature is charmed by you for 1 hour. If you or your allies do anything harmful to it, the creature can make another Charisma saving throw. On a success, the spell ends on the creature.\n ***Muddled Memory.*** The creature remembers only fragments of the events of the past hour. A remove curse or greater restoration spell cast on the creature restores the creature's memory.", "document": "toh", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can enchant an additional pound of food or gallon of drink for each slot level over 3rd.", "target_type": "creature", "range": "10 feet", @@ -856,6 +883,7 @@ "desc": "You touch a nonmagical weapon and imbue it with the magic of the fey. Choose one of the following damage types: force, psychic, necrotic, or radiant. Until the spell ends, the weapon becomes a magic weapon and deals an extra 1d4 damage of the chosen type to any target it hits.", "document": "toh", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can imbue one additional weapon for each slot level above 2nd.", "target_type": "object", @@ -887,7 +915,8 @@ "desc": "One creature of your choice that you can see within range is teleported to an unoccupied space you can see up to 60 feet above you. The space can be open air or a balcony, ledge, or other surface above you. An unwilling creature that succeeds on a Constitution saving throw is unaffected. A creature teleported to open air immediately falls, taking falling damage as normal, unless it can fly or it has some other method of catching itself or preventing a fall. A creature can't be teleported into a solid object.", "document": "toh", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The targets must be within 30 feet of each other when you target them, but they don't need to be teleported to the same locations.", "target_type": "creature", "range": "60 feet", @@ -918,6 +947,7 @@ "desc": "You let out a scream of white-hot fury that pierces the minds of up to five creatures within range. Each target must make a Charisma saving throw. On a failed save, it takes 10d10 + 30 psychic damage and is stunned until the end of its next turn. On a success, it takes half as much damage.", "document": "toh", "level": 9, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -951,6 +981,7 @@ "desc": "Choose a manufactured metal object with movable parts, such as a drawbridge pulley or winch or a suit of heavy or medium metal armor, that you can see within range. You cause the object's moveable parts to fuse together for the duration. The object's movable aspects can't be moved: a pulley's wheel won't turn and the joints of armor won't bend.\n A creature wearing armor affected by this spell has its speed reduced by 10 feet and has disadvantage on weapon attacks and ability checks that use Strength or Dexterity. At the end of each of its turns, the creature wearing the armor can make a Strength saving throw. On a success, the spell ends on the armor.\n A creature in physical contact with an affected object that isn't a suit of armor can use its action to make a Strength check against your spell save DC. On a success, the spell ends on the object.\n If you target a construct with this spell, it must succeed on a Strength saving throw or have its speed reduced by 10 feet and have disadvantage on weapon attacks. At the end of each of its turns, the construct can make another Strength saving throw. On a success, the spell ends on the construct.", "document": "toh", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 2nd. The objects must be within 30 feet of each other when you target them.", "target_type": "object", @@ -982,7 +1013,8 @@ "desc": "You summon a storm to batter your oncoming enemies. Until the spell ends, freezing rain and turbulent winds fill a 20-foot-tall cylinder with a 300- foot radius centered on a point you choose within range. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\n The spell's area is heavily obscured, and exposed flames in the area are doused. The ground in the area becomes slick, difficult terrain, and a flying creature in the area must land at the end of its turn or fall. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw as the wind and rain assail it. On a failed save, the creature takes 1d6 cold damage.\n If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.", "document": "toh", "level": 6, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "1 mile", @@ -1015,7 +1047,8 @@ "desc": "You cast a disdainful glare at up to two creatures you can see within range. Each target must succeed on a Wisdom saving throw or take no actions on its next turn as it reassesses its life choices. If a creature fails the saving throw by 5 or more, it can't take actions on its next two turns.", "document": "toh", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1046,7 +1079,8 @@ "desc": "With a word, you gesture across an area and cause the terrain to rise up into a 10-foot-tall hillock at a point you choose within range. You must be outdoors to cast this spell. The hillock is up to 30 feet long and up to 15 feet wide, and it must be in a line. If the hillock cuts through a creature's space when it appears, the creature is pushed to one side of the hillock or to the top of the hillock (your choice). The ranged attack distance for a creature on top of the hillock is doubled, provided the target is at a lower elevation than the creature on the hillock. At the GM's discretion, creatures on top of the hillock gain any additional bonuses or penalties that higher elevation might provide, such as advantage on attacks against those on lower elevations, being easier to spot, longer sight distance, or similar.\n The steep sides of the hillock are difficult to climb. A creature at the bottom of the hillock that attempts to move up to the top must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to climb to the top of the hillock.\n This spell can't manipulate stone construction, and rocks and structures shift to accommodate the hillock. If the hillock's formation would make a structure unstable, the hillock fails to form in the structure's spaces. Similarly, this spell doesn't directly affect plant growth. The hillock carries any plants along with it.", "document": "toh", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell at 4th level or higher, you can increase the width of the hillock by 5 feet or the length by 10 feet for each slot above 3rd.", "target_type": "area", "range": "60 feet", @@ -1077,7 +1111,8 @@ "desc": "You cause up to three creatures you can see within range to be yanked into the air where their blood turns to fire, burning them from within. Each target must succeed on a Dexterity saving throw or be magically pulled up to 60 into the air. The creature is restrained there until the spell ends. A restrained creature must make a Constitution saving throw at the start of each of its turns. The creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one.\n At the end of each of its turns, a restrained creature can make another Dexterity saving throw. On a success, the spell ends on the creature, and the creature falls to the ground, taking falling damage as normal. Alternatively, the restrained creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends, and the creature falls to the ground, taking falling damage as normal.", "document": "toh", "level": 7, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1110,7 +1145,8 @@ "desc": "You reach out toward a creature and call to it. The target teleports to an unoccupied space that you can see within 5 feet of you. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. You can't teleport a target into dangerous terrain, such as lava, and the target must be teleported to a space on the ground or on a floor.", "document": "toh", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1141,7 +1177,8 @@ "desc": "You transform a handful of materials into a Huge armored vehicle. The vehicle can take whatever form you want, but it has AC 18 and 100 hit points. If it is reduced to 0 hit points, it is destroyed. If it is a ground vehicle, it has a speed of 90 feet. If it is an airborne vehicle, it has a flying speed of 45 feet. If it is a waterborne vehicle, it has a speed of 2 miles per hour. The vehicle can hold up to four Medium creatures within it.\n A creature inside it has three-quarters cover from attacks outside the vehicle, which contains arrow slits, portholes, and other small openings. A creature piloting the armored vehicle can take the Careen action. To do so, the vehicle must move at least 10 feet in a straight line and enter or pass through the space of at least one Large or smaller creature. This movement doesn't provoke opportunity attacks. Each creature in the armored vehicle's path must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature can choose to be pushed 5 feet away from the space through which the vehicle passed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. If the creature piloting the armored vehicle isn't proficient in land, water, or air vehicles (whichever is appropriate for the vehicle's type), each target has advantage on the saving throw against the Careen action.", "document": "toh", "level": 6, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1174,6 +1211,7 @@ "desc": "You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf. While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion's attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll.\n If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge.\n Whichever version of the spell is cast, if the distance between the champion and its designated ally increases to more than 60 feet, the spell ends.", "document": "toh", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1205,7 +1243,8 @@ "desc": "For the duration, one willing creature you touch has resistance to poison damage and advantage on saving throws against poison. When the affected creature makes a Constitution saving throw against an effect that deals poison damage or that would cause the creature to become poisoned, the creature can choose to succeed on the saving throw. If it does so, the spell ends on the creature.\n While affected by this spell, a creature can't gain any benefit from consuming magical foodstuffs, such as those produced by the goodberry and heroes' feast spells, and it doesn't suffer ill effects from consuming potentially harmful, nonmagical foodstuffs, such as spoiled food or non-potable water. The creature is affected normally by other consumable magic items, such as potions. The creature can identify poisoned food by a sour taste, with deadlier poisons tasting more sour.", "document": "toh", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -1236,7 +1275,8 @@ "desc": "You create a magical tether of pulsing, golden force between two willing creatures you can see within range. The two creatures must be within 15 feet of each other. The tether remains as long as each tethered creature ends its turn within 15 feet of the other tethered creature. If a tethered creature ends its turn more than 15 feet away from its tethered partner, the spell ends. Though the tether appears as a thin line, its effect extends the full height of the tethered creatures and can affect prone or hovering creatures, provided the hovering creature hovers no higher than the tallest tethered creature.\n Any creature that touches the tether or ends its turn in a space the tether passes through must make a Strength saving throw. On a failure, a creature takes 3d6 force damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. A creature that makes this saving throw, whether it succeeds or fails, can't be affected by the tether again until the start of your next turn.", "document": "toh", "level": 3, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the maximum distance between the tethered creatures increases by 5 feet, and the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -1269,7 +1309,8 @@ "desc": "You loose a growl from deep within the pit of your stomach, causing others who can hear it to become unnerved. You have advantage on Charisma (Intimidation) checks you make before the beginning of your next turn. In addition, each creature within 5 feet of you must make a Wisdom saving throw. On a failure, you have advantage on attack rolls against that creature until the end of your turn. You are aware of which creatures failed their saving throws.", "document": "toh", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1300,7 +1341,8 @@ "desc": "You create a shimmering lance of force and hurl it toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 force damage, and it is restrained by the lance until the end of its next turn.", "document": "toh", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1333,7 +1375,8 @@ "desc": "A creature you touch becomes less susceptible to lies and magical influence. For the duration, other creatures have disadvantage on Charisma checks to influence the protected creature, and the creature has advantage on spells that cause it to become charmed or frightened.", "document": "toh", "level": 1, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the duration is 1 year. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", "range": "Touch", @@ -1364,6 +1407,7 @@ "desc": "You make a jubilant shout when you cast this spell, releasing your stores of divine energy in a wave of healing. You distribute the remaining power of your Lay on Hands to allies within 30 feet of you, restoring hit points and curing diseases and poisons. This healing energy removes diseases and poisons first (starting with the nearest ally), removing 5 hit points from the hit point total for each disease or poison cured, until all the points are spent or all diseases and poisons are cured. If any hit points remain, you regain hit points equal to that amount.\n This spell expends all of the healing energy in your Lay on Hands, which replenishes, as normal, when you finish a long rest.", "document": "toh", "level": 5, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1395,7 +1439,8 @@ "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds a shadowy miasma in a 30-foot radius. A creature with darkvision inside the radius sees the area as if it were filled with bright light. The miasma doesn't shed light, and a creature with darkvision inside the radius can still see outside the radius as normal. A creature with darkvision outside the radius or a creature without darkvision sees only that the object is surrounded by wisps of shadow.\n Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the effect. Though the effect doesn't shed light, it can be dispelled if the area of a darkness spell overlaps the area of this spell.\n If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.", "document": "toh", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.", "target_type": "object", "range": "Touch", @@ -1426,7 +1471,8 @@ "desc": "While casting this spell, you must engage your target in conversation. At the completion of the casting, the target must make a Charisma saving throw. If it fails, you place a latent magical effect in the target's mind for the duration. If the target succeeds on the saving throw, it realizes that you used magic to affect its mind and might become hostile toward you, at the GM's discretion.\n Once before the spell ends, you can use an action to trigger the magical effect in the target's mind, provided you are on the same plane of existence as the target. When the effect is triggered, the target takes 5d8 psychic damage plus an extra 1d8 psychic damage for every 24 hours that has passed since you cast the spell, up to a total of 12d8 psychic damage. The spell has no effect on the target if it ends before you trigger the magical effect.\n *A greater restoration* or *wish* spell cast on the target ends the spell early. You know if the spell is ended early, provided you are on the same plane of existence as the target.", "document": "toh", "level": 7, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1459,7 +1505,8 @@ "desc": "A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.\n A creature killed by this spell is reduced to ash.", "document": "toh", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "40 feet", @@ -1492,7 +1539,8 @@ "desc": "You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.", "document": "toh", "level": 2, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1523,7 +1571,8 @@ "desc": "With a hopeful rallying cry just as you fall unconscious, you rouse your allies to action. Each ally within 60 feet of you that can see and hear you has advantage on attack rolls for the duration. If you regain hit points, the spell immediately ends.", "document": "toh", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -1554,6 +1603,7 @@ "desc": "You can place up to three 20-foot cubes each centered on a point you can see within range. Each object in a cube is outlined in blue, green, or violet light (your choice). Any creature in a cube when the spell is cast is also outlined in light if it fails a Dexterity saving throw. A creature in the area of more than one cube is affected only once. Each affected object and creature sheds dim light in a 10-foot radius for the duration.\n Any attack roll against an affected object or creature has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.", "document": "toh", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1585,7 +1635,8 @@ "desc": "You create a brief flash of light, loud sound, or other distraction that interrupts a creature's attack. When a creature you can see within range makes an attack, you can impose disadvantage on its attack roll.", "document": "toh", "level": 1, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1616,7 +1667,8 @@ "desc": "The ground in a 20-foot radius centered on a point within range becomes thick, viscous mud. The area becomes difficult terrain for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. On a failed save, its movement speed is reduced to 0 until the start of its next turn.", "document": "toh", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1647,7 +1699,8 @@ "desc": "You touch a nonmagical weapon. The next time a creature hits with the affected weapon before the spell ends, the weapon booms with a thunderous peal as the weapon strikes. The attack deals an extra 1d6 thunder damage to the target, and the target becomes deafened, immune to thunder damage, and unable to cast spells with verbal components for 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the effect ends.", "document": "toh", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", "target_type": "object", "range": "Touch", @@ -1678,7 +1731,8 @@ "desc": "When the target is reduced to 0 hit points, it can fight looming death to stay in the fight. The target doesn't fall unconscious but must still make death saving throws, as normal. The target doesn't need to make a death saving throw until the end of its next turn, but it has disadvantage on that first death saving throw. In addition, massive damage required to kill the target outright must equal or exceed twice the target's hit point maximum instead. If the target regains 1 or more hit points, this spell ends.", "document": "toh", "level": 3, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, the target doesn't have disadvantage on its first death saving throw.", "target_type": "point", "range": "60 feet", @@ -1709,7 +1763,8 @@ "desc": "You place a magical oath upon a creature you can see within range, compelling it to complete a specific task or service that involves using a weapon as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become bound by the task. When acting to complete the directed task, the target has advantage on the first attack roll it makes on each of its turns using a weapon. If the target attempts to use a weapon for a purpose other than completing the specific task or service, it has disadvantage on attack rolls with a weapon and must roll the weapon's damage dice twice, using the lower total.\n Completing the task ends the spell early. Should you issue a suicidal task, the spell ends. You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it.", "document": "toh", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1740,7 +1795,8 @@ "desc": "When a creature provokes an opportunity attack from an ally you can see within range, you can force the creature to make a Wisdom saving throw. On a failed save, the creature's movement is reduced to 0, and you can move up to your speed toward the creature without provoking opportunity attacks. This spell doesn't interrupt your ally's opportunity attack, which happens before the effects of this spell.", "document": "toh", "level": 1, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1771,7 +1827,8 @@ "desc": "Until this spell ends, the hands and feet of one willing creature within range become oversized and more powerful. For the duration, the creature adds 1d4 to damage it deals with its unarmed strike.", "document": "toh", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each spell slot above 2nd.", "target_type": "creature", "range": "30 feet", @@ -1802,6 +1859,7 @@ "desc": "You force your enemies into a tight spot. Choose two points you can see within range. The points must be at least 30 feet apart from each other. Each point then emits a thunderous boom in a 30-foot cone in the direction of the other point. The boom is audible out to 300 feet.\n Each creature within a cone must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage and is pushed up to 10 feet away from the point that emitted the cone. On a successful save, the creature takes half as much damage and isn't pushed. Objects that aren't being worn or carried within each cone are automatically pushed.", "document": "toh", "level": 6, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.", "target_type": "point", @@ -1835,7 +1893,8 @@ "desc": "You touch a nonmagical pipe or horn instrument and imbue it with magic that lures creatures toward it. Each creature that enters or starts its turn within 150 feet of the affected object must succeed on a Wisdom saving throw or be charmed for 10 minutes. A creature charmed by this spell must take the Dash action and move toward the affected object by the safest available route on each of its turns. Once a charmed creature moves within 5 feet of the object, it is also incapacitated as it stares at the object and sways in place to a mesmerizing tune only it can hear. If the object is moved, the charmed creature attempts to follow it.\n For every 10 minutes that elapse, the creature can make a new Wisdom saving throw. On a success, the spell ends on that creature. If a charmed creature is attacked, the spell ends immediately on that creature. Once a creature has been charmed by this spell, it can't be charmed by it again for 24 hours.", "document": "toh", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1866,7 +1925,8 @@ "desc": "You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell.\n On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling.\n For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell's duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends.", "document": "toh", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.", "target_type": "creature", "range": "300 feet", @@ -1897,7 +1957,8 @@ "desc": "You create a magical portal on a surface in an unoccupied space you can see within range. The portal occupies up to 5 square feet of the surface and is instantly covered with an illusion. The illusion looks like the surrounding terrain or surface features, such as mortared stone if the portal is placed on a stone wall, or a simple image of your choice like those created by the *minor illusion* spell. A creature that touches, steps on, or otherwise interacts with or enters the portal must succeed on a Wisdom saving throw or be teleported to an unoccupied space up to 30 feet away in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature can't be teleported into a solid object.\n Physical interaction with the illusion reveals it to be an illusion, but such touching triggers the portal's effect. A creature that uses an action to examine the area where the portal is located can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.", "document": "toh", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional portal for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -1928,7 +1989,8 @@ "desc": "You mutter a word of power that causes a creature you can see within range to be flung vertically or horizontally. The creature must succeed on a Strength saving throw or be thrown up to 15 feet vertically or horizontally. If the target impacts a surface, such as a ceiling or wall, it stops moving and takes 3d6 bludgeoning damage. If the target was thrown vertically, it plummets to the ground, taking falling damage as normal, unless it has a flying speed or other method of preventing a fall. If the target impacts a creature, the target stops moving and takes 3d6 bludgeoning damage, and the creature the target hits must succeed on a Strength saving throw or be knocked prone. After the target is thrown horizontally or it falls from being thrown vertically, regardless of whether it impacted a surface, it is knocked prone.\n As a bonus action on each of your subsequent turns, you can attempt to fling the same creature again. The target must succeed on another Strength saving throw or be thrown.", "document": "toh", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the distance you can fling the target increases by 5 feet, and the damage from impacting a surface or creature increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -1961,6 +2023,7 @@ "desc": "You speak a word of power that causes the internal organs of a creature you can see within range to rupture. The target must make a Constitution saving throw. It takes 4d6 + 20 force damage on a failed save, or half as much damage on a successful one. If the target is below half its hit point maximum, it has disadvantage on this saving throw. This spell has no effect on creatures without vital internal organs, such as constructs, oozes, and undead.", "document": "toh", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -1994,7 +2057,8 @@ "desc": "As the bell rings, a burst of necrotic energy ripples out in a 20-foot-radius sphere from a point you can see within range. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature is marked with necrotic energy for the duration. If a marked creature is reduced to 0 hit points or dies before the spell ends, you regain hit points equal to 2d8 + your spellcasting ability modifier. Alternatively, you can choose for one ally you can see within range to regain the hit points instead.", "document": "toh", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.", "target_type": "point", "range": "60 feet", @@ -2025,6 +2089,7 @@ "desc": "You fire a vibrant blue beam of energy at a creature you can see within range. The beam then bounces to a creature of your choice within 30 feet of the target, losing some of its vibrancy and continuing to bounce to other creatures of your choice until it sputters out. Each subsequent target must be within 30 feet of the target affected before it, and the beam can't bounce to a target it has already affected.\n Each target must make a Constitution saving throw. The first target takes 5d6 force damage on a failed save, or half as much damage on a successful one. The beam loses some of its power then bounces to the second target. The beam deals 1d6 force damage less (4d6, then 3d6, then 2d6, then 1d6) to each subsequent target with the final target taking 1d6 force damage on a failed save, or half as much damage on a successful one.", "document": "toh", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. This increase allows the beam to jump an additional time, reducing the damage it deals by 1d6 with each bounce as normal.", "target_type": "creature", @@ -2058,6 +2123,7 @@ "desc": "You create a shimmering wall of light on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is translucent, and creatures have disadvantage on Wisdom (Perception) checks to look through the wall.\n One side of the wall, selected by you when you cast this spell, deals 5d8 radiant damage when a creature enters the wall for the first time on a turn or ends its turn there. A creature attempting to pass through the wall must make a Strength saving throw. On a failed save, a creature is pushed 10 feet away from the wall and falls prone. A creature that is undead, a fiend, or vulnerable to radiant damage has disadvantage on this saving throw. The other side of the wall deals no damage and doesn't restrict movement through it.", "document": "toh", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -2089,7 +2155,8 @@ "desc": "You wrap yourself in shimmering ethereal armor. The next time a creature hits you with a melee attack, it takes force damage equal to half the damage it dealt to you, and it must make a Strength saving throw. On a failed save, the creature is pushed up to 5 feet away from you. Then the spell ends.", "document": "toh", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2120,7 +2187,8 @@ "desc": "You temporarily halt the fall of up to a 10-foot cube of nonmagical objects or debris, saving those who might have been crushed. The falling material's rate of descent slows to 60 feet per round and comes to a stop 5 feet above the ground, where it hovers until the spell ends. This spell can't prevent missile weapons from striking a target, and it can't slow the descent of an object larger than a 10-foot cube. However, at the GM's discretion, it can slow the descent of a section of a larger object, such as the wall of a falling building or a section of sail and rigging tied to a falling mast.", "document": "toh", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cube of debris and objects you can halt increases by 5 feet for each slot level above 1st.", "target_type": "object", "range": "120 feet", @@ -2151,7 +2219,8 @@ "desc": "Sometimes one must fall so others might rise. When a friendly creature you can see within range drops to 0 hit points, you can harness its escaping life energy to heal yourself. You regain hit points equal to the fallen creature's level (or CR for a creature without a level) + your spellcasting ability modifier.", "document": "toh", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2182,7 +2251,8 @@ "desc": "You heal another creature's wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).", "document": "toh", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2213,7 +2283,8 @@ "desc": "You cast this spell when an ally below half its hit point maximum within range is attacked. You swap places with your ally, each of you instantly teleporting into the space the other just occupied. If there isn't room for you in the new space or for your ally in your former space, this spell fails. After the two of you teleport, the triggering attack roll is compared to your AC to determine if it hits you.", "document": "toh", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2244,6 +2315,7 @@ "desc": "A 5-foot-radius immobile sphere springs into existence around you and remains stationary for the duration. You and up to four Medium or smaller creatures can occupy the sphere. If its area includes a larger creature or more than five creatures, each larger creature and excess creature is pushed to an unoccupied space outside of the sphere.\n Creatures and objects within the sphere when you cast this spell may move through it freely. All other creatures and objects are barred from passing through the sphere after it forms. Spells and other magical effects can't extend through the sphere, with the exception of transmutation or conjuration spells and magical effects that allow you or the creatures inside the sphere to willingly leave it, such as the *dimension door* and *teleport* spells. The atmosphere inside the sphere is cool, dry, and filled with air, regardless of the conditions outside.\n Until the effect ends, you can command the interior to be dimly lit or dark. The sphere is opaque from the outside and covered in an illusion that makes it appear as the surrounding terrain, but it is transparent from the inside. Physical interaction with the illusion reveals it to be an illusion as the creature touches the cool, firm surface of the sphere. A creature that uses an action to examine the sphere can determine it is covered by an illusion with a successful Intelligence (Investigation) check against your spell save DC.\n The effect ends if you leave its area, or if the sphere is hit with the *disintegration* spell or a successful *dispel magic* spell.", "document": "toh", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2275,7 +2347,8 @@ "desc": "You yell defiantly as part of casting this spell to encourage a battle fury among your allies. Each friendly creature in range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls for the duration. However, attack rolls made against an affected creature have advantage.", "document": "toh", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, this spell no longer causes creatures to have advantage against the spell's targets.", "target_type": "creature", "range": "30 feet", @@ -2306,7 +2379,8 @@ "desc": "You draw back and release an imaginary bowstring while aiming at a point you can see within range. Bolts of arrow-shaped lightning shoot from the imaginary bow, and each creature within 20 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and is incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage.", "document": "toh", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "point", "range": "60 feet", @@ -2339,7 +2413,8 @@ "desc": "A wave of echoing sound emanates from you. Until the start of your next turn, you have blindsight out to a range of 100 feet, and you know the location of any natural hazards within that area. You have advantage on saving throws made against hazards detected with this spell.", "document": "toh", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour.", "target_type": "area", "range": "Self", @@ -2370,7 +2445,8 @@ "desc": "You unleash a shout that coats all creatures in a 30'foot cone in silver dust. If a creature in that area is a shapeshifter, the dust covering it glows. In addition, each creature in the area must make a Constitution saving throw. On a failed save, weapon attacks against that creature are considered to be silvered for the purposes of overcoming resistance and immunity to nonmagical attacks that aren't silvered for 1 minute.", "document": "toh", "level": 2, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2401,6 +2477,7 @@ "desc": "You unleash a bolt of red-hot liquid metal at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage and must succeed on a Constitution saving throw or be coated in cooling, liquid metal for the duration. A creature coated in liquid metal takes 1d8 fire damage at the start of each of its turns as the metal scorches while it cools. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the spell ends and the liquid metal disappears.", "document": "toh", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -2434,6 +2511,7 @@ "desc": "You curl your lip in disgust at a creature you can see within range. The target must succeed on a Charisma saving throw or take psychic damage equal to 2d4 + your spellcasting ability modifier.", "document": "toh", "level": 1, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2465,7 +2543,8 @@ "desc": "With a word, you create a barricade of pointed, wooden poles, also known as a cheval de frise, to block your enemies' progress. The barricade is composed of six 5-foot cube barriers made of wooden spikes mounted on central, horizontal beams.\n Each barrier doesn't need to be contiguous with another barrier, but each barrier must appear in an unoccupied space within range. Each barrier is difficult terrain, and a barrier provides half cover to a creature behind it. When a creature enters a barrier's area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 3d6 piercing damage.\n The barriers are objects made of wood that can be damaged and destroyed. Each barrier has AC 13, 20 hit points, and is vulnerable to bludgeoning and fire damage. Reducing a barrier to 0 hit points destroys it.\n If you maintain your concentration on this spell for its whole duration, the barriers become permanent and can't be dispelled. Otherwise, the barriers disappear when the spell ends.", "document": "toh", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of barriers you create increases by two for each slot level above 3rd.", "target_type": "creature", "range": "90 feet", @@ -2496,7 +2575,8 @@ "desc": "You prick your finger and anoint your forehead with your own blood, taking 1 piercing damage and warding yourself against hostile attacks. The first time a creature hits you with an attack during this spell's duration, it takes 3d6 psychic damage. Then the spell ends.", "document": "toh", "level": 2, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -2529,6 +2609,7 @@ "desc": "You create a gout of billowing steam in a 40-foottall cylinder with a 5-foot radius centered on a point on the ground you can see within range. Exposed flames in the area are doused. Each creature in the area when the gout first appears must make a Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage and falls prone. On a successful save, the creature takes half as much damage and doesn't fall prone.\n The gout then covers the area in a sheen of slippery water. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.", "document": "toh", "level": 3, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8, and you can create one additional gout of steam for each slot level above 3rd. A creature in the area of more than one gout of steam is affected only once.", "target_type": "point", @@ -2562,7 +2643,8 @@ "desc": "A rocky coating covers your body, protecting you. Until the start of your next turn, you gain 5 temporary hit points and a +2 bonus to Armor Class, including against the triggering attack.\n At the start of each of your subsequent turns, you can use a bonus action to extend the duration of the AC bonus until the start of your following turn, for up to 1 minute.", "document": "toh", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -2593,7 +2675,8 @@ "desc": "You create a stony duplicate of yourself, which rises out of the ground and appears next to you. The duplicate looks like a stone carving of you, including the clothing you're wearing and equipment you're carrying at the time of the casting. It uses the statistics of an earth elemental.\n For the duration, you have a telepathic link with the duplicate. You can use this telepathic link to issue commands to the duplicate while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Run over there” or “Fetch that object.” If the duplicate completes the order and doesn't receive further direction from you, it takes the Dodge or Hide action (your choice) on its turn. The duplicate can't attack, but it can speak in a gravelly version of your voice and mimic your mannerisms with exact detail.\n As a bonus action, you can see through the duplicate's eyes and hear what it hears as if you were in the duplicate's space, gaining the benefits of the earth elemental's darkvision and tremorsense until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As an action while sharing the duplicate's senses, you can make the duplicate explode in a shower of jagged chunks of rock, destroying the duplicate and ending the spell. Each creature within 10 feet of the duplicate must make a Dexterity saving throw. A creature takes 4d10 slashing damage on a failed save, or half as much damage on a successful one.\n The duplicate explodes at the end of the duration, if you didn't cause it to explode before then. If the duplicate is killed before it explodes, you suffer one level of exhaustion.", "document": "toh", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the explosion damage increases by 1d10 for each slot level above 4th. In addition, when you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 8th level or higher, the duration is 8 hours. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", "range": "Self", @@ -2626,7 +2709,8 @@ "desc": "With a growl, you call forth dozens of bears to overrun all creatures in a 20-foot cube within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half the damage and isn't knocked prone. The bears disappear after making their charge.", "document": "toh", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2659,7 +2743,8 @@ "desc": "You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot'wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.", "document": "toh", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2692,7 +2777,8 @@ "desc": "You coax a toadstool ring to sprout from the ground. A creature of your choice can sit in the center of the ring and meditate for the duration, catching glimpses of the past, present, and future. The creature can ask up to three questions: one about the past, one about the present, and one about the future. The GM offers truthful answers in the form of dreamlike visions that may be subject to interpretation. When the spell ends, the toadstools turn black and dissolve back into the earth.\n If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that the meditating creature gets a random vision unrelated to the question. The GM makes this roll in secret.", "document": "toh", "level": 6, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -2723,7 +2809,8 @@ "desc": "You hinder the natural attacks of a creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, any time the creature attacks with a bite, claw, slam, or other weapon that isn't manufactured, it must roll the weapon's damage dice twice and use the lower total. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. This spell has no effect on constructs.", "document": "toh", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -2754,7 +2841,8 @@ "desc": "You veil a willing creature you can see within range in an illusion others perceive as their worst nightmares given flesh. When the affected creature moves at least 10 feet straight toward a creature and attacks it, that creature must succeed on a Wisdom saving throw or become frightened for 1 minute. If the affected creature’s attack hits the frightened target, the affected creature can roll the attack’s damage dice twice and use the higher total.\n At the end of each of its turns, a creature frightened by this spell can make another Wisdom saving throw. On a success, the creature is no longer frightened and can’t be frightened by this spell again for 24 hours.", "document": "toh", "level": 4, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "30 feet", @@ -2785,7 +2873,8 @@ "desc": "You cause a thick carpet of vines to grow from a point on the ground within range. The vines cover objects and prone creatures within 20 feet of that point. While covered in this way, objects and creatures have total cover as long as they remain motionless. A creature that moves while beneath the carpet has only three-quarters cover from attacks on the other side of the carpet. A covered creature that stands up from prone stands atop the carpet and is no longer covered. The carpet of vines is plush enough that a Large or smaller creature can walk across it without harming or detecting those covered by it.\n When the spell ends, the vines wither away into nothingness, revealing any objects and creatures that were still covered.", "document": "toh", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2816,7 +2905,8 @@ "desc": "You blow a blast on your war horn, sending a ripple of fear through your enemies and bolstering your allies. Choose up to three hostile creatures in range and up to three friendly creatures in range. Each hostile target must succeed on a Wisdom saving throw or become frightened for the duration. At the end of each of its turns, a frightened creature can make another Wisdom saving throw. On a success, the spell ends on that creature.\n Each friendly target gains a number of temporary hit points equal to 2d4 + your spellcasting ability modifier and has advantage on the next attack roll it makes before the spell ends. The temporary hit points last for 1 hour.", "document": "toh", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2847,7 +2937,8 @@ "desc": "While casting this spell, you must chant and drum, calling forth the spirit of the hunt. Up to nine other creatures can join you in the chant.\n For the duration, each creature that participated in the chant is filled with the fervent bloodlust of the wild hunt and gains several benefits. The creature is immune to being charmed and frightened, it deals one extra die of damage on the first weapon or spell attack it makes on each of its turns, it has advantage on Strength or Dexterity saving throws (the creature's choice), and its Armor Class increases by 1.\n When this spell ends, a creature affected by it suffers one level of exhaustion.", "document": "toh", "level": 7, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", diff --git a/data/v2/kobold-press/warlock/Spell.json b/data/v2/kobold-press/warlock/Spell.json index 5080cf80..9bf804e8 100644 --- a/data/v2/kobold-press/warlock/Spell.json +++ b/data/v2/kobold-press/warlock/Spell.json @@ -7,7 +7,8 @@ "desc": "You or the creature taking the Attack action can immediately make an unarmed strike. In addition to dealing damage with the unarmed strike, the target can grapple the creature it hit with the unarmed strike.", "document": "warlock", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -38,7 +39,8 @@ "desc": "The evil eye takes many forms. Any incident of bad luck can be blamed on it, especially if a character recently displayed arrogance or selfishness. When avert evil eye is cast, the recipient has a small degree of protection against the evil eye for up to 1 hour. While the spell lasts, the target of the spell has advantage on saving throws against being blinded, charmed, cursed, and frightened. During the spell's duration, the target can also cancel disadvantage on one d20 roll the target is about to make, but doing so ends the spell's effect.", "document": "warlock", "level": 1, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -69,7 +71,8 @@ "desc": "You capture some of the fading life essence of the triggering creature, drawing on the energy of the tenuous moment between life and death. You can then use this essence to immediately harm or help a different creature you can see within range. If you choose to harm, the target must make a Wisdom saving throw. The target takes psychic damage equal to 6d8 + your spellcasting ability modifier on a failed save, or half as much damage on a successful one. If you choose to help, the target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell can't be triggered by the death of a construct or an undead creature, and it can't restore hit points to constructs or undead.", "document": "warlock", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -100,7 +103,8 @@ "desc": "You bless up all allied creatures of your choice within range. Whenever a target lands a successful hit before the spell ends, the target can add 1 to the damage roll. When cast by multiple casters chanting in unison, the same increases to 2 points added to the damage roll.", "document": "warlock", "level": 2, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can extend the range by 10 feet for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -131,6 +135,7 @@ "desc": "Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned. At the end of each of its turns, a poisoned target can make a Constitution saving throw. On a success, the condition ends on the target.", "document": "warlock", "level": 2, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -164,7 +169,8 @@ "desc": "You affect a group of the same plants or animals within range, giving them a harmless and attractive appearance. If a creature studies one of the enchanted plants or animals, it must make a Wisdom saving throw. If it fails the saving throw, it is charmed by the plant or animal until the spell ends or until another creature other than one of its allies does anything harmful to it. While the creature is charmed and stays within sight of the enchanted plants or animals, it has disadvantage on Wisdom (Perception) checks as well as checks to notice signs of danger. If the charmed creature attempts to move out of sight of the spell's subject, it must make a second Wisdom saving throw. If it fails the saving throw, it refuses to move out of sight of the spell's subject. It can repeat this save once per minute. If it succeeds, it can move away, but it remains charmed.", "document": "warlock", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional group of plants or animals for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -195,7 +201,8 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1-10, you take the form of a humanoid made of pure, searing light. On a roll of 11-20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in each form: Light Form. You shed bright light in a 60-foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn, as a bonus action, you can teleport to a space you can see within the light you shed. Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn, as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.", "document": "warlock", "level": 8, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -226,7 +233,8 @@ "desc": "Creates a command tent 30 feet by 30 feet with a peak height of 20 feet. It is filled with items a military commander might require of a headquarters tent on a campaign, such as maps of the area, a spyglass, a sandglass, materials for correspondence, references for coding and decoding messages, books on history and strategy relevant to the area, banners, spare uniforms, and badges of rank. Such minor mundane items dissipate once the spell's effect ends. Recasting the spell on subsequent days maintains the existing tent for another 24 hours.", "document": "warlock", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Touch", @@ -257,6 +265,7 @@ "desc": "Terrifying and nightmarish monsters exist within the unknown void of the in-between. Choose up to six points you can see within range. Voidlike, magical darkness spreads from each point to fill a 10-footradius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and no light, magical or nonmagical, can illuminate it.\n Each creature inside a sphere when this spell is cast must make a Dexterity saving throw. On a failed save, the creature takes 6d10 piercing damage and 5d6 psychic damage and is restrained until it breaks free as unseen entities bite and tear at it from the Void. Once a successful save, the creature takes half as much damage and isn't restrained. A restrained creature can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.\n When a creature enters a sphere for the first time on a turn or starts its turn in a sphere, that creature must make an Intelligence saving throw. The creature takes 5d6 psychic damage on a failed save, or half as much damage on a successful one.\n Once created, the spheres can't be moved. A creature in overlapping spheres doesn't suffer additional effects for being in more than one sphere at a time.", "document": "warlock", "level": 9, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -290,7 +299,8 @@ "desc": "You conjure a door to the destination of your choice that lasts for the duration or until dispelled. You sketch the outline of the door with chalk on any hard surface (a wall, a cliffside, the deck of a ship, etc.) and scribe sigils of power around its outline. The doorway must be at least 1 foot wide by 2 feet tall and can be no larger than 5 feet wide by 10 feet tall. Once the door is drawn, place the knob appropriately; it attaches magically to the surface and your drawing becomes a real door to the spell's destination. The doorway remains functional for the spell's duration. During that time, anyone can open or close the door and pass through it in either direction.\n The destination can be on any plane of existence. It must be familiar to you, and your level of familiarity with it determines the accuracy of the spell (determined by the GM). If it's a place you've visited, you can expect 100 percent accuracy. If it's been described to you by someone who was there, you might arrive in the wrong room or even the wrong structure, depending on how detailed their description was. If you've only heard about the destination third-hand, you may end up in a similar structure that's in a very different locale.\n *Door of the far traveler* doesn't create a doorway at the destination. It connects to an existing, working door. It can't, for example, take you to an open field or a forest with no structures (unless someone built a doorframe with a door in that spot for this specific purpose!). While the spell is in effect, the pre-existing doorway connects only to the area you occupied while casting the spell. If you connected to an existing doorway between a home's parlor and library, for example, and your door leads into the library, then people can still walk through that doorway from the parlor into the library normally. Anyone trying to go the other direction, however, arrives wherever you came from instead of in the parlor.\n Before casting the spell, you must spend one hour etching magical symbols onto the doorknob that will serve as the spell's material component to attune it to your desired destination. Once prepared, the knob remains attuned to that destination until it's used or you spend another hour attuning it to a different location.\n *The door of the far traveler* is dispelled if you remove the knob from the door. You can do this as a bonus action from either side of the door, provided it's shut. If the spell's duration expires naturally, the knob falls to the ground on whichever side of the door you're on. Once the spell ends, the knob loses its attunement to any location and another hour must be spent attuning it before it can be used again.", "document": "warlock", "level": 8, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "If you cast this spell using a 9thlevel slot, the duration increases to 12 hours.", "target_type": "area", "range": "10 feet", @@ -321,7 +331,8 @@ "desc": "You gain a portentous voice of compelling power, commanding all undead within 60 feet that fail a Wisdom saving throw. This overrides any prior loyalty to spellcasters such as necromancers or evil priests, and it can nullify the effect of a Turn Undead result from a cleric.", "document": "warlock", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -352,7 +363,8 @@ "desc": "You create a staircase out of the nothingness of the air. A shimmering staircase 10 feet wide appears and remains for the duration. The staircase ascends at a 45-degree angle to a point as much as 60 feet above the ground. The staircase consists only of steps with no apparent support, unless you choose to have it resemble a stone or wooden structure. Even then, its magical nature is obvious, as it has no color and is translucent, and only the steps have solidity; the rest of it is no more solid than air. The staircase can support up to 10 tons of weight. It can be straight, spiral, or switchback. Its bottom must connect to solid ground, but its top need not connect to anything.", "document": "warlock", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the staircase extends an additional 20 feet for each slot level above 5th.", "target_type": "point", "range": "30 feet", @@ -383,7 +395,8 @@ "desc": "When you cast this spell, you open a conduit to the Castle Library, granting access to difficult-to-obtain information. For the spell's duration, you double your proficiency bonus whenever you make an Intelligence check to recall information about any subject. Additionally, you can gain advantage on an Intelligence check to recall information. To do so, you must either sacrifice another lore-filled book or succeed on a Charisma saving throw. On a failed save, the spell ends, and you have disadvantage on all Intelligence checks to recall information for 1 week. A wish spell ends this effect.", "document": "warlock", "level": 3, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -414,7 +427,8 @@ "desc": "Eleven illusory duplicates of the touched creature appear in its space. A creature affected by hedgehog dozen seems to have a dozen arms, shields, and weapons-a swarm of partially overlapping, identical creatures. Until the spell ends, these duplicates move with the target and mimic its actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. While surrounded by duplicates, a creature gains advantage against any opponent because of the bewildering number of weapons and movements. Each time a creature targets you with an attack during the spell's duration, roll a d8 to determine whether the attack instead targets one of your duplicates. On a roll of 1, it strikes you. On any other roll it removes one of your duplicates; when you have only five duplicates remaining, the spell ends. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false as with truesight.", "document": "warlock", "level": 3, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -445,7 +459,8 @@ "desc": "You alter the mental state of one creature you can see within range. The target must make an Intelligence saving throw. If it fails, choose one of the following effects. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. A creature with an Intelligence score of 4 or less isn't affected by this spell.\n ***Sleep Paralysis.*** Overwhelming heaviness and fatigue overcome the creature, slowing it. The creature's speed is halved, and it has disadvantage on weapon attacks.\n ***Phantasmata.*** The creature imagines vivid and terrifying hallucinations centered on a point of your choice within range. For the duration, the creature is frightened, and it must take the Dash action and move away from the point you chose by the safest available route on each of its turns, unless there is nowhere to move.\n ***False Awakening.*** The creature enters a trancelike state of consciousness in which it's not fully aware of its surroundings. It can't take reactions, and it must roll a d4 at the beginning of its turn to determine its behavior. Each time the target takes damage, it makes a new Intelligence saving throw. On a success, the spell ends on the target.\n\n| d4 | Behavior | \n|-----|-----------| \n| 1 | The creature takes the Dash action and uses all of its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. | \n| 2 | The creature uses its action to pantomime preparing for its day: brushing teeth and hair, bathing, eating, or similar activity. | \n| 3 | The creature moves up to its speed toward a randomly determined creature and uses its action to make one melee attack against that creature. If there is no creature within range, the creature does nothing this turn. | \n| 4 | The creature does nothing this turn. |", "document": "warlock", "level": 4, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "90 feet", @@ -476,7 +491,8 @@ "desc": "Strange things happen in the mind and body in that moment between waking and sleeping. One of the most common is being startled awake by a sudden feeling of falling. With a snap of your fingers, you trigger that sensation in a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. If the target fails the saving throw by 5 or more, it drops one object it is holding. A dropped object lands in the creature's space.", "document": "warlock", "level": 0, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -507,7 +523,8 @@ "desc": "By means of this spell, you make a target building seem much less important or ostentatious than it is. You can give the target an unremarkable appearance or one that blends in with nearby buildings. By its nature, this spell does not allow you to specify features that would make the building stand out. You also cannot make a building look more opulent to match surrounding buildings. You can make the building appear smaller or larger that its actual size to better fit into its environs. However, these size changes are noticeable with cursory physical inspection as an object will pass through extra illusory space or bump into a seemingly smaller section of the building. A creature can use its action to inspect the building and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware the building has been disguised. In addition to you dispelling inconspicuous facade, the spell ends if the target building is destroyed.", "document": "warlock", "level": 4, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "100 feet", @@ -538,7 +555,8 @@ "desc": "This spell animates the recently dead to remove them from a battlefield. Choose one corpse of a Medium or Small humanoid per level of the caster (within range). Your spell imbues the targets with an animating spirit, raising them as construct creatures similar in appearance to flesh golems, though with the strength and abilities of zombies. Dwarves use this to return the bodies of the fallen to clan tombs and to deny the corpses the foul attention of ghouls, necromancers, and similar foes. On each of your turns, you can use a bonus action to mentally command all the creatures you made with this spell if the creatures are within 60 feet of you. You decide what action the creatures will take and where they will move during the next day; you cannot command them to guard. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order and direction of march, the creatures continue to follow it until they arrive at the destination you named or until 24 hours have elapsed when the spell ends and the corpses fall lifeless once more. To tell creatures to move for another 24 hours, you must cast this spell on the creatures again before the current 24-hour period ends. This use of the spell reasserts your control over up to 50 creatures you have animated with this spell rather than animating a new one.", "document": "warlock", "level": 3, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional construct creatures for each slot level above 3rd (two creatures/level at 4th, three creatures/level at 5th). Each of the creatures must come from a different corpse.", "target_type": "creature", "range": "50 feet", @@ -569,6 +587,7 @@ "desc": "Choose a creature you can see within range. It must succeed on an Intelligence saving throw or be mentally trapped in an imagined maze of mirrors for the duration. While trapped in this way, the creature is incapacitated, but it imagines itself alone and wandering through the maze. Externally, it appears dazed as it turns in place and reaches out at nonexistent barriers. Each time the target takes damage, it makes another Intelligence saving throw. On a success, the spell ends.", "document": "warlock", "level": 6, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -600,7 +619,8 @@ "desc": "You transform a mirror into a magical doorway to an extradimensional realm. You and any creatures you designate when you cast the spell can move through the doorway into the realm beyond. For the spell's duration, the mirror remains anchored in the plane of origin, where it can't be broken or otherwise damaged by any mundane means. No creatures other than those you designate can pass through the mirror or see into the mirror realm.\n The realm within the mirror is an exact reflection of the location you left. The temperature is comfortable, and any environmental threats (lava, poisonous gas, or similar) are inert, harmless facsimiles of the real thing. Likewise, magic items reflected in the mirror realm have no magical properties, but those carried into it work normally. Food, drink, and other beneficial items within the mirror realm (reflections of originals in the real world) function as normal, real items; food can be eaten, wine can be drunk, and so on. Only items that were reflected in the mirror at the moment the spell was cast exist inside the mirror realm. Items placed in front of the mirror afterward don't appear in the mirror realm, and creatures never do unless they are allowed in by you. Items found in the mirror realm dissolve into nothingness when they leave it, but the effects of food and drink remain.\n Sound passes through the mirror in both directions. Creatures in the mirror realm can see what's happening in the world, but creatures in the world see only what the mirror reflects. Objects can cross the mirror boundary only while worn or carried by a creature, and spells can't cross it at all. You can't stand in the mirror realm and shoot arrows or cast spells at targets in the world or vice versa.\n The boundaries of the mirror realm are the same as the room or location in the plane of origin, but the mirror realm can't exceed 50,000 square feet (for simplicity, imagine 50 cubes, each cube being 10 feet on a side). If the original space is larger than this, such as an open field or a forest, the boundary is demarcated with an impenetrable, gray fog.\n Any creature still inside the mirror realm when the spell ends is expelled through the mirror into the nearest empty space.\n If this spell is cast in the same spot every day for a year, it becomes permanent. Once permanent, the mirror can't be moved or destroyed through mundane means. You can allow new creatures into the mirror realm (and disallow previous creatures) by recasting the spell within range of the permanent mirror. Casting the spell elsewhere doesn't affect the creation or the existence of a permanent mirror realm; a determined spellcaster could have multiple permanent mirror realms to use as storage spaces, hiding spots, and spy vantages.", "document": "warlock", "level": 7, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -631,7 +651,8 @@ "desc": "While you are in dim light, you cause an object in range to become unobtrusively obscured from the sight of other creatures. For the duration, you have advantage on Dexterity (Sleight of Hand) checks to hide the object. The object can't be larger than a shortsword, and it must be on your person, held in your hand, or otherwise unattended.", "document": "warlock", "level": 0, - "school": "illusion", + "school_old": "illusion", + "school": "evocation", "higher_level": "You can affect two objects when you reach 5th level, three objects at 11th level, and four objects at 17th level.", "target_type": "object", "range": "10 feet", @@ -662,7 +683,8 @@ "desc": "You touch a weapon or a bundle of 30 ammunition, imbuing them with spell energy. Any creature damaged by a touched, affected weapon leaves an invisibly glowing trail of their path until the spell expires. The caster may see this trail by casting revenge's eye or see invisible. Any other caster may see the trail by casting see invisible. Casting dispel magic on an affected creature causes that creature to stop generating a trail, and the trail fades over the next hour.", "document": "warlock", "level": 3, - "school": "enchantment", + "school_old": "enchantment", + "school": "evocation", "higher_level": "When you cast the spell using a slot of 4th level or higher, you can target one additional weapon or bundle of ammunition for each slot level above fourth.", "target_type": "creature", "range": "Touch", @@ -693,7 +715,8 @@ "desc": "By sketching a shimmering, ethereal doorway in the air and knocking three times, you call forth an otherworldly entity to provide insight or advice. The door swings open and the entity, wreathed in shadow or otherwise obscured, appears at the threshold. It answers up to five questions truthfully and to the best of its ability, but its answers aren't necessarily clear or direct. The entity can't pass through the doorway or interact with anything on your side of the doorway other than by speaking its responses.\n Likewise, creatures on your side of the doorway can't pass through it to the other side or interact with the other side in any way other than asking questions. In addition, the spell allows you and the creature to understand each other's words even if you have no language in common, the same as if you were both under the effects of the comprehend languages spell.\n When you cast this spell, you must request a specific, named entity, a specific type of creature, or a creature from a specific plane of existence. The target creature can't be native to the plane you are on when you cast the spell. After making this request, make an ability check using your spellcasting ability. The DC is 12 if you request a creature from a specific plane; 16 if you request a specific type of creature; or 20 if you request a specific entity. (The GM can choose to make this check for you secretly.) If the spellcasting check fails, the creature that responds to your summons is any entity of the GM's choosing, from any plane. No matter what, the creature is always of a type with an Intelligence of at least 8 and the ability to speak and to hear.", "document": "warlock", "level": 5, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -724,7 +747,8 @@ "desc": "You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects within range: A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable use a bonus action on its next turn as it regains its footing. Tiny particles blow in your target's face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn. Strobing lights flash briefly before your target's eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw or its passive Perception is halved until the end of its next turn. The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration. An invisible force sharply tugs on the target's trousers, causing the clothing to slip down. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its Armor Class until the end of its next turn as it uses one hand to gather its slipping clothing. Only one of these effects can be used on a single creature at a time.", "document": "warlock", "level": 1, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -755,7 +779,8 @@ "desc": "You create a 20-foot-diameter circle of loosely-packed toadstools that spew sickly white spores and ooze a tarry substance. At the start of each of your turns, each creature within the circle must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. If a creature attempts to pass through the ring of toadstools, the toadstools release a cloud of spores, and the creature must make a Constitution saving throw. On a failure, the creature takes 8d8 poison damage and is poisoned for 1 minute. On a success, the creature takes half as much damage and isn't poisoned. While a creature is poisoned, it is paralyzed. It can attempt a new Constitution saving throw at the end of each of its turns to remove the paralyzed condition (but not the poisoned condition).", "document": "warlock", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -788,7 +813,8 @@ "desc": "You touch an undead creature (dust and bones suffice) destroyed not more than 10 hours ago; the creature is surrounded by purple fire for 1 round and is returned to life with full hit points. This spell has no effect on any creatures except undead, and it cannot restore a lich whose phylactery has been destroyed, a vampire destroyed by sunlight, any undead whose remains are destroyed by fire, acid, or holy water, or any remains affected by a gentle repose spell. This spell doesn't remove magical effects. If they aren't removed prior to casting, they return when the undead creature comes back to life. This spell closes all mortal wounds but doesn't restore missing body parts. If the creature doesn't have body parts or organs necessary for survival, the spell fails. Sudden reassembly is an ordeal involving enormous expenditure of necrotic energy; ley line casters within 5 miles are aware that some great shift in life forces has occurred and a sense of its direction. The target takes a -4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.", "document": "warlock", "level": 5, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -819,7 +845,8 @@ "desc": "With a gesture and a muttered word, you cause an inky black, circular portal to open on the ground beneath one or more creatures. You can create one 15-foot-diameter portal, two 10-foot-diameter portals, or six 5-foot-diameter portals. A creature that's standing where you create a portal must make a Dexterity saving throw. On a failed save, the creature falls through the portal, disappears into a demiplane where it is stunned as it falls endlessly, and the portal closes.\n At the start of your next turn, the creatures that failed their saving throws fall through matching portals directly above their previous locations. A falling creature lands prone in the space it once occupied or the nearest unoccupied space and takes falling damage as if it fell 60 feet, regardless of the distance between the exit portal and the ground. Flying and levitating creatures can't be affected by this spell.", "document": "warlock", "level": 3, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -850,7 +877,8 @@ "desc": "You target a creature within range, and that creature must succeed on a Fortitude saving throw or become less resistant to lightning damage. A creature with immunity to lightning damage has advantage on this saving throw. On a failure, a creature with immunity to lightning damage instead has resistance to lightning damage for the spell's duration, and a creature with resistance to lightning damage loses its resistance for the duration. A creature without resistance to lightning damage that fails its saving throw takes double damage from lightning for the spell's duration. Remove curse or similar magic ends this spell.", "document": "warlock", "level": 4, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, the duration is 24 hours. If you use a spell slot of 8th level or higher, a creature with immunity to lightning damage no longer has advantage on its saving throw. If you use a spell slot of 9th level or higher, the spell lasts until it is dispelled.", "target_type": "creature", "range": "30 feet", @@ -881,7 +909,8 @@ "desc": "You touch a creature's visual organs and grant them the ability to see the trail left by creatures damaged by a weapon you cast invisible creatures; it only reveals trails left by those affected by order of revenge also cast by the spellcaster.", "document": "warlock", "level": 2, - "school": "divination", + "school_old": "divination", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target +1 creature for each slot level above second.", "target_type": "creature", "range": "Touch", @@ -912,6 +941,7 @@ "desc": "The spell gives life to existing plants in range. If there are no plants in range, the spell creates undergrowth and trees that persist for the duration. One of the trees becomes a treant friendly to you and your companions. Roll initiative for the treant, which has its own turn. It obeys any verbal commands that you issue to it. If you don't issue it any commands, it defends itself from hostile creatures but otherwise takes no actions. The animated undergrowth creates difficult terrain for your enemies. Additionally, at the beginning of each of your turns, all creatures that are on the ground in range must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. If a creature is restrained by plants at the beginning of your turn, it takes 1d6 bludgeoning damage. Finally, the trees swing at each enemy in range, requiring each creature to make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage on a failed save or half as much damage on a successful one. You can use a bonus action to recenter the spell on yourself. This does not grow additional trees in areas that previously had none.", "document": "warlock", "level": 8, + "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a 9th-level slot, an additional tree becomes a treant, the undergrowth deals an additional 1d6 bludgeoning damage, and the trees inflict an additional 2d6 bludgeoning damage.", "target_type": "creature", @@ -945,6 +975,7 @@ "desc": "You pull on the filaments of transition and possibility to tear at your enemies. Choose a creature you can see within range and make a ranged spell attack. On a hit, the target takes 5d8 cold damage as strands of icy nothingness whip from your outstretched hand to envelop it. If the target isn't native to the plane you're on, it takes an extra 3d6 psychic damage and must succeed on a Constitution saving throw or be stunned until the end of its next turn.", "document": "warlock", "level": 4, + "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -978,7 +1009,8 @@ "desc": "Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow's Strength Drain or the harm spell.", "document": "warlock", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -1009,7 +1041,8 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to an imprecise location on the plane of Evermaw. The portal is a circular opening, which you can make 5-20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. If your casting is at 5th level, this opens a pathway to the River of Tears, to the Vitreous Mire, or to the Plains of Bone-travel to a settlement can take up to 7 days (1d6+1). If cast at 7th level, the skull road spell opens a portal to a small settlement of gnolls, ghouls, or shadows on the plane near the Eternal Palace of Mot or a similar settlement. Undead casters can use this spell in the reverse direction, opening a portal from Evermaw to the mortal world, though with similar restrictions. At 5th level, the portal opens in a dark forest, cavern, or ruins far from habitation. At 7th level, the skull road leads directly to a tomb, cemetery, or mass grave near a humanoid settlement of some kind.", "document": "warlock", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1040,7 +1073,8 @@ "desc": "Deep Magic: battle You conjure up dozens of axes and direct them in a pattern in chopping, whirling mayhem. The blades fill eight 5-foot squares in a line 40 feet long or in a double-strength line 20 feet long and 10 deep. The axes cause 6d8 slashing damage to creatures in the area at the moment the spell is cast or half damage with a successful Dexterity saving throw. By maintaining concentration, you can move the swarm of axes up to 20 feet per round in any direction you wish. If the storm of axes moves into spaces containing creatures, they immediately must make another Dexterity saving throw or suffer damage again.", "document": "warlock", "level": 4, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "25 feet", @@ -1071,7 +1105,8 @@ "desc": "You ward a creature within range against attacks by making the choice to hit them painful. When the warded creature is hit with a melee attack from within 5 feet of it, the attacker takes 1d4 psychic damage.", "document": "warlock", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1104,7 +1139,8 @@ "desc": "Deep Magic: clockwork Once per day, you can cast this ritual to summon a Tiny clockwork beast doesn't require air, food, drink, or sleep. When its hit points are reduced to 0, it crumbles into a heap of gears and springs.", "document": "warlock", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -1135,7 +1171,8 @@ "desc": "You temporarily remove the ability to regenerate from a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target can't regain hit points from the Regeneration trait or similar spell or trait for the duration. The target can receive magical healing or regain hit points from other traits, spells, or actions, as normal. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.", "document": "warlock", "level": 1, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "30 feet", @@ -1166,7 +1203,8 @@ "desc": "The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls—these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet.\n You can take one willing creature of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails.", "document": "warlock", "level": 2, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Self", @@ -1197,7 +1235,8 @@ "desc": "Upon casting this spell, one type of plant within range gains the ability to puff a cloud of pollen based on conditions you supply during casting. If the conditions are met, an affected plant sprays a pollen cloud in a 10-foot-radius sphere centered on it. Creatures in the area must succeed on a Constitution saving throw or become poisoned for 1 minute. At the end of a poisoned creature's turn, it can make a Constitution saving throw. On a success, it is no longer poisoned. A plant can only release this pollen once within the duration.", "document": "warlock", "level": 2, - "school": "transmutation", + "school_old": "transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1228,7 +1267,8 @@ "desc": "You touch a creature. The creature is warded against the effects of locate creature, the caster may determine if the affected creature is within 1,000 feet but cannot determine the direction to the target of vagrant's nondescript cloak. If the creature is already affected by one of the warded spells, then both the effect and vagrant's nondescript cloak end immediately.", "document": "warlock", "level": 2, - "school": "abjuration", + "school_old": "abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of third level or higher, you can target +1 creature for each slot level above second.", "target_type": "creature", "range": "Touch", @@ -1259,6 +1299,7 @@ "desc": "Deep Magic: ley line While bound to a ley line, you draw directly from its power, becoming cloaked in a magical heliotropic fire that sheds dim light in a 10-foot radius. Additionally, each round, including the round it is cast, you may make a ranged spell attack as an action. On a hit, the target takes 6d6 force damage. Every 3 minutes the effect is active, your bond with the ley line is reduced by one step; a bond to a Titanic ley line becomes effectively a Strong, then a Weak, and after 10 minutes, the bond is broken. The strength of the bond is only restored after a long rest; if the bond was broken, it can only be restored at the next weakest level for a week. A bond broken from a Weak ley line cannot be restored for two weeks. Some believe this spell damages ley lines, and there is some evidence to support this claim. Additionally, whenever a creature within 5 feet hits you with a melee attack, the cloak erupts with a heliotropic flare. The attacker takes 3d6 force damage.", "document": "warlock", "level": 6, + "school_old": "evocation", "school": "evocation", "higher_level": "When casting this spell using a spell slot of 6th level, the damage from all effects of the spell increase by 1d6 for each slot level above 6th.", "target_type": "creature", @@ -1292,7 +1333,8 @@ "desc": "You sift the surrounding air for sound wave remnants of recent conversations to discern passwords or other important information gleaned from a conversation, such as by guards on a picket line. The spell creates a cloud of words in the caster's mind, assigning relevance to them. Selecting the correct word or phrase is not foolproof, but you can make an educated guess. You make a Wisdom (Perception) check against the target person's Wisdom score (DC 10, if not specified) to successfully pick the key word or phrase.", "document": "warlock", "level": 5, - "school": "conjuration", + "school_old": "conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -1323,7 +1365,8 @@ "desc": "A wave of putrefaction surges from you, targeting creatures of your choice within a 30-foot radius around you, speeding the rate of decay in those it touches. The target must make a Constitution saving throw. It takes 10d6 necrotic damage on a failed save or half as much on a successful save. Its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature takes a long rest.", "document": "warlock", "level": 7, - "school": "necromancy", + "school_old": "necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", diff --git a/data/v2/open5e/o5e/Spell.json b/data/v2/open5e/o5e/Spell.json index 6a493402..14846532 100644 --- a/data/v2/open5e/o5e/Spell.json +++ b/data/v2/open5e/o5e/Spell.json @@ -7,7 +7,8 @@ "desc": "For the spell's Duration, your eyes turn black and veins of dark energy lace your cheeks. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the listed Effects of your choice for the Duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite.\n\nAsleep: The target is rendered Unconscious. It wakes up if it takes any damage or if another creature uses its action to jostle the sleeper awake.\n\nPanicked: The target is Frightened of you. On each of its turns, the Frightened creature must take the Dash action and move away from you by the safest and shortest possible route, unless there is no place to move. If the target is at least 60 feet away from you and can no longer see you, this effect ends.\n\nSickened: The target has disadvantage on Attack rolls and Ability Checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.\n\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*", "document": "o5e", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -38,7 +39,8 @@ "desc": "A ray of green light appears at your fingertip, arcing towards a target within range.\n\nMake a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\n\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*", "document": "o5e", "level": 1, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", "range": "60 feet", diff --git a/data/v2/wizards-of-the-coast/srd/Spell.json b/data/v2/wizards-of-the-coast/srd/Spell.json index b3f82e32..059a77aa 100644 --- a/data/v2/wizards-of-the-coast/srd/Spell.json +++ b/data/v2/wizards-of-the-coast/srd/Spell.json @@ -7,7 +7,8 @@ "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.", "target_type": "creature", "range": "90 feet", @@ -40,7 +41,8 @@ "desc": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a dexterity saving throw or take 1d6 acid damage.", "document": "srd", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -71,7 +73,8 @@ "desc": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.", "document": "srd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -102,7 +105,8 @@ "desc": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. \n\nWhen you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.", "document": "srd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "30 feet", @@ -133,7 +137,8 @@ "desc": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\n\n**Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\n\n**Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\n\n**Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -164,7 +169,8 @@ "desc": "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.", "document": "srd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -195,7 +201,8 @@ "desc": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. \n\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "document": "srd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -226,7 +233,8 @@ "desc": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. \n\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. \n\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.", "document": "srd", "level": 8, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -257,7 +265,8 @@ "desc": "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics). \n\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. \n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.", "document": "srd", "level": 3, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.", "target_type": "creature", "range": "10 feet", @@ -288,7 +297,8 @@ "desc": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. \nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n### Animated Object Statistics \n| Size | HP | AC | Attack | Str | Dex |\n|--------|----|----|----------------------------|-----|-----|\n| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |\n| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |\n| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |\n| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |\n| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | \n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.", "document": "srd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.", "target_type": "object", "range": "120 feet", @@ -319,7 +329,8 @@ "desc": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.", "document": "srd", "level": 5, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -350,7 +361,8 @@ "desc": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\n\n**Targeted Effects.** Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.\n\n**Areas of Magic.** The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n\n**Spells.** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\n\n**Magic Items.** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\n\n**Magical Travel.** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.\n\n**Creatures and Objects.** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\n\n**Dispel Magic.** Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.", "document": "srd", "level": 8, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -381,7 +393,8 @@ "desc": "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\n\n**Antipathy.** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n\n **Sympathy.** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below.\n\n**Ending the Effect.** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.", "document": "srd", "level": 8, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -412,7 +425,8 @@ "desc": "You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "document": "srd", "level": 4, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -443,7 +457,8 @@ "desc": "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\n\n**Clenched Fist.** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\n\n**Forceful Hand.** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\n\n**Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier\n\n **Interposing Hand.** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.", "document": "srd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.", "target_type": "object", "range": "120 feet", @@ -476,7 +491,8 @@ "desc": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.", "document": "srd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -507,7 +523,8 @@ "desc": "You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.", "document": "srd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -540,7 +557,8 @@ "desc": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\n\n**False Aura.** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\n\n**Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.", "document": "srd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -571,7 +589,8 @@ "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", "document": "srd", "level": 9, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -602,7 +621,8 @@ "desc": "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: \n- Weal, for good results \n- Woe, for bad results \n- Weal and woe, for both good and bad results \n- Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "document": "srd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -633,7 +653,8 @@ "desc": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.", "document": "srd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -664,7 +685,8 @@ "desc": "Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.", "document": "srd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -695,7 +717,8 @@ "desc": "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.", "document": "srd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -726,7 +749,8 @@ "desc": "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -757,7 +781,8 @@ "desc": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.", "document": "srd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -788,7 +813,8 @@ "desc": "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: \n- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. \n- While cursed, the target has disadvantage on attack rolls against you. \n- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. \n- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.", "document": "srd", "level": 3, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", "range": "Touch", @@ -819,7 +845,8 @@ "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "document": "srd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "90 feet", @@ -852,7 +879,8 @@ "desc": "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.", "document": "srd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -885,7 +913,8 @@ "desc": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.", "document": "srd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -916,7 +945,8 @@ "desc": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.", "document": "srd", "level": 4, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -949,7 +979,8 @@ "desc": "You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.", "document": "srd", "level": 2, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -980,7 +1011,8 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1011,7 +1043,8 @@ "desc": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.", "document": "srd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1042,7 +1075,8 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­--foot radius and can't become invisible until the spell ends.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -1073,7 +1107,8 @@ "desc": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.", "document": "srd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -1106,7 +1141,8 @@ "desc": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", "document": "srd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.", "target_type": "point", "range": "120 feet", @@ -1139,7 +1175,8 @@ "desc": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.", "document": "srd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1170,7 +1207,8 @@ "desc": "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.", "target_type": "creature", "range": "150 feet", @@ -1203,7 +1241,8 @@ "desc": "You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.", "document": "srd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "30 feet", @@ -1234,7 +1273,8 @@ "desc": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.", "document": "srd", "level": 0, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "120 feet", @@ -1267,7 +1307,8 @@ "desc": "A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.", "target_type": "point", "range": "150 feet", @@ -1300,7 +1341,8 @@ "desc": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.", "document": "srd", "level": 3, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "1 mile", @@ -1331,7 +1373,8 @@ "desc": "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.", "document": "srd", "level": 8, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1362,7 +1405,8 @@ "desc": "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.", "document": "srd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", "target_type": "point", "range": "120 feet", @@ -1395,7 +1439,8 @@ "desc": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.", "document": "srd", "level": 1, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -1426,7 +1471,8 @@ "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends\n\n **Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\n**Drop** The target drops whatever it is holding and then ends its turn.\n\n**Flee.** The target spends its turn moving away from you by the fastest available means.\n\n**Grovel.** The target falls prone and then ends its turn.\n\n**Halt.** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.", "document": "srd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -1457,7 +1503,8 @@ "desc": "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.", "document": "srd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1488,7 +1535,8 @@ "desc": "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: \n- terrain and bodies of water \n- prevalent plants, minerals, animals, or peoples \n- powerful celestials, fey, fiends, elementals, or undead \n- influence from other planes of existence \n- buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.", "document": "srd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -1519,7 +1567,8 @@ "desc": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.", "document": "srd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1550,7 +1599,8 @@ "desc": "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.", "document": "srd", "level": 4, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1581,7 +1631,8 @@ "desc": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.", "document": "srd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", "target_type": "creature", "range": "Self", @@ -1614,7 +1665,8 @@ "desc": "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|---|---|\n| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |\n| 2-6 | The creature doesn’t move or take actions this turn. |\n| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |\n| 9-10 | The creature can act and move normally. |\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", "document": "srd", "level": 4, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", "target_type": "creature", "range": "90 feet", @@ -1645,7 +1697,8 @@ "desc": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: \n- One beast of challenge rating 2 or lower \n- Two beasts of challenge rating 1 or lower \n- Four beasts of challenge rating 1/2 or lower \n- Eight beasts of challenge rating 1/4 or lower \n- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level, and four times as many with a 9th-level slot.", "target_type": "point", "range": "60 feet", @@ -1676,7 +1729,8 @@ "desc": "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial's statistics.", "document": "srd", "level": 7, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.", "target_type": "point", "range": "90 feet", @@ -1707,7 +1761,8 @@ "desc": "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.", "document": "srd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", "target_type": "area", "range": "90 feet", @@ -1738,7 +1793,8 @@ "desc": "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics.", "document": "srd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", "target_type": "creature", "range": "90 feet", @@ -1769,7 +1825,8 @@ "desc": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: \n- One elemental of challenge rating 2 or lower \n- Two elementals of challenge rating 1 or lower \n- Four elementals of challenge rating 1/2 or lower \n- Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", "target_type": "point", "range": "90 feet", @@ -1800,7 +1857,8 @@ "desc": "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: \n- One fey creature of challenge rating 2 or lower \n- Two fey creatures of challenge rating 1 or lower \n- Four fey creatures of challenge rating 1/2 or lower \n- Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", "target_type": "creature", "range": "60 feet", @@ -1831,7 +1889,8 @@ "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.", "document": "srd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1862,7 +1921,8 @@ "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\n\n**Blinding Sickness.** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.\n\n**Filth Fever.** A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.\n\n**Flesh Rot.** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\n\n**Mindfire.** The creature's mind becomes feverish. The creature has disadvantage on intelligence checks and intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\n\n**Seizure.** The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.\n\n**Slimy Doom.** The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", "document": "srd", "level": 5, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1893,7 +1953,8 @@ "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.", "document": "srd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1924,7 +1985,8 @@ "desc": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -1955,7 +2017,8 @@ "desc": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\n**Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts\n\n **Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\n**Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\n**Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.", "document": "srd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "300 feet", @@ -1988,7 +2051,8 @@ "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.", "document": "srd", "level": 8, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2019,7 +2083,8 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.", "document": "srd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", "target_type": "creature", "range": "60 feet", @@ -2050,7 +2115,8 @@ "desc": "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.", "document": "srd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -2081,7 +2147,8 @@ "desc": "You either create or destroy water.\n\n**Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range\n\n **Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.", "document": "srd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.", "target_type": "object", "range": "30 feet", @@ -2112,7 +2179,8 @@ "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.", "document": "srd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.", "target_type": "creature", "range": "10 feet", @@ -2143,7 +2211,8 @@ "desc": "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration\n\n **Vegetable matter** 1 day **Stone or crystal** 12 hours **Precious metals** 1 hour **Gems** 10 minutes **Adamantine or mithral** 1 minute Using any material created by this spell as another spell's material component causes that spell to fail.", "document": "srd", "level": 5, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.", "target_type": "object", "range": "30 feet", @@ -2174,7 +2243,8 @@ "desc": "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -2205,7 +2275,8 @@ "desc": "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.", "document": "srd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -2236,7 +2307,8 @@ "desc": "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -2267,7 +2339,8 @@ "desc": "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2298,7 +2371,8 @@ "desc": "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.", "document": "srd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -2329,7 +2403,8 @@ "desc": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.", "document": "srd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2360,7 +2435,8 @@ "desc": "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.", "document": "srd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.", "target_type": "point", "range": "150 feet", @@ -2391,7 +2467,8 @@ "desc": "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.", "document": "srd", "level": 8, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2422,7 +2499,8 @@ "desc": "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "document": "srd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2453,7 +2531,8 @@ "desc": "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "document": "srd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2484,7 +2563,8 @@ "desc": "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "document": "srd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2515,7 +2595,8 @@ "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", "document": "srd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2546,7 +2627,8 @@ "desc": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\" You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.", "document": "srd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "500 feet", @@ -2577,7 +2659,8 @@ "desc": "You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.", "document": "srd", "level": 1, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Self", @@ -2608,7 +2691,8 @@ "desc": "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.", "document": "srd", "level": 6, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.", "target_type": "creature", "range": "60 feet", @@ -2641,7 +2725,8 @@ "desc": "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\n**Break Enchantment.** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.\n\n**Dismissal.** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.", "document": "srd", "level": 5, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2672,7 +2757,8 @@ "desc": "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.", "document": "srd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.", "target_type": "creature", "range": "120 feet", @@ -2703,7 +2789,8 @@ "desc": "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "document": "srd", "level": 4, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2734,7 +2821,8 @@ "desc": "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.", "document": "srd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2765,7 +2853,8 @@ "desc": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: \n- 50hp or less: deafened for 1 minute \n- 40 hp or less: deafened and blinded for 10 minutes \n- 30 hp or less: blinded, deafened and dazed for 1 hour \n- 20 hp or less: killed instantly. Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.", "document": "srd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -2796,7 +2885,8 @@ "desc": "You attempt to beguile a beast that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 4, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell with a 5th-­level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-­level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", "target_type": "creature", "range": "60 feet", @@ -2827,7 +2917,8 @@ "desc": "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 8, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.", "target_type": "creature", "range": "60 feet", @@ -2858,7 +2949,8 @@ "desc": "You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 5, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.", "target_type": "creature", "range": "60 feet", @@ -2889,7 +2981,8 @@ "desc": "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.", "document": "srd", "level": 5, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Special", @@ -2922,7 +3015,8 @@ "desc": "Whispering to the spirits of nature, you create one of the following effects within range: \n- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. \n- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. \n- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-­--foot cube. \n- You instantly light or snuff out a candle, a torch, or a small campfire.", "document": "srd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2953,7 +3047,8 @@ "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. \n\n**Fissures.** Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). \n\n**Structures.** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", "document": "srd", "level": 8, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "500 feet", @@ -2986,7 +3081,8 @@ "desc": "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", "document": "srd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -3019,7 +3115,8 @@ "desc": "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\n\n**Bear's Endurance.** The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\n\n**Bull's Strength.** The target has advantage on strength checks, and his or her carrying capacity doubles.\n\n**Cat's Grace.** The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.\n\n**Eagle's Splendor.** The target has advantage on Charisma checks\n\n **Fox's Cunning.** The target has advantage on intelligence checks.\n\n**Owl's Wisdom.** The target has advantage on wisdom checks.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -3050,7 +3147,8 @@ "desc": "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. \n\n**Enlarge.** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. \n\n**Reduce.** The target's size is halved in all dimensions, and its weight is reduced to one-­eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3081,7 +3179,8 @@ "desc": "Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.", "document": "srd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -3112,7 +3211,8 @@ "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.", "document": "srd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3143,7 +3243,8 @@ "desc": "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "document": "srd", "level": 7, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.", "target_type": "area", "range": "Self", @@ -3174,7 +3275,8 @@ "desc": "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.", "document": "srd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3205,7 +3307,8 @@ "desc": "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.\n\n**Asleep.** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\n\n**Panicked.** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends\n\n **Sickened.** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.", "document": "srd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3236,7 +3339,8 @@ "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.", "document": "srd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -3267,7 +3371,8 @@ "desc": "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.", "document": "srd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -3298,7 +3403,8 @@ "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.", "document": "srd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3329,7 +3435,8 @@ "desc": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.", "document": "srd", "level": 1, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -3360,7 +3467,8 @@ "desc": "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.", "document": "srd", "level": 3, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3391,7 +3499,8 @@ "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.", "document": "srd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3422,7 +3531,8 @@ "desc": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.", "document": "srd", "level": 8, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "150 feet", @@ -3455,7 +3565,8 @@ "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.", "document": "srd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -3486,7 +3597,8 @@ "desc": "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.", "document": "srd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3517,7 +3629,8 @@ "desc": "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.", "document": "srd", "level": 6, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3548,7 +3661,8 @@ "desc": "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.", "document": "srd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -3579,7 +3693,8 @@ "desc": "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.", "document": "srd", "level": 7, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3612,7 +3727,8 @@ "desc": "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.", "document": "srd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "target_type": "creature", "range": "120 feet", @@ -3645,7 +3761,8 @@ "desc": "Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear. The flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model.", "document": "srd", "level": 4, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3676,7 +3793,8 @@ "desc": "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.", "document": "srd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "150 feet", @@ -3709,7 +3827,8 @@ "desc": "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.", "document": "srd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", "range": "150 feet", @@ -3742,7 +3861,8 @@ "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.", "target_type": "creature", "range": "Self", @@ -3775,7 +3895,8 @@ "desc": "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -3808,7 +3929,8 @@ "desc": "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "document": "srd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -3841,7 +3963,8 @@ "desc": "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.", "document": "srd", "level": 6, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3872,7 +3995,8 @@ "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "document": "srd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3903,7 +4027,8 @@ "desc": "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -3934,7 +4059,8 @@ "desc": "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "document": "srd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.", "target_type": "point", "range": "120 feet", @@ -3965,7 +4091,8 @@ "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.", "document": "srd", "level": 6, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -3999,7 +4126,8 @@ "desc": "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.", "document": "srd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -4030,7 +4158,8 @@ "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.", "document": "srd", "level": 9, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4061,7 +4190,8 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.", "document": "srd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4092,7 +4222,8 @@ "desc": "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", "document": "srd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.", "target_type": "point", "range": "300 feet", @@ -4125,7 +4256,8 @@ "desc": "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4156,7 +4288,8 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "document": "srd", "level": 9, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4187,7 +4320,8 @@ "desc": "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.", "document": "srd", "level": 5, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.", "target_type": "creature", "range": "60 feet", @@ -4220,7 +4354,8 @@ "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.", "document": "srd", "level": 2, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4251,7 +4386,8 @@ "desc": "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.", "document": "srd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4282,7 +4418,8 @@ "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "document": "srd", "level": 8, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4313,7 +4450,8 @@ "desc": "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.", "document": "srd", "level": 6, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.", "target_type": "creature", "range": "Self", @@ -4344,7 +4482,8 @@ "desc": "When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.\n\n**Explosive Runes.** When triggered, the glyph erupts with magical energy in a 20-­foot-­radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\n\n**Spell Glyph.** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.", "document": "srd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.", "target_type": "creature", "range": "Touch", @@ -4381,7 +4520,8 @@ "desc": "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.", "document": "srd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4412,7 +4552,8 @@ "desc": "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone.", "document": "srd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -4443,7 +4584,8 @@ "desc": "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.", "document": "srd", "level": 4, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4474,7 +4616,8 @@ "desc": "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: \n- One effect that charmed or petrified the target \n- One curse, including the target's attunement to a cursed magic item \n- Any reduction to one of the target's ability scores \n- One effect reducing the target's hit point maximum", "document": "srd", "level": 5, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4505,7 +4648,8 @@ "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "document": "srd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4538,7 +4682,8 @@ "desc": "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area.\n\n**Corridors.** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\n\n**Doors.** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall\n\n **Stairs.** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.\n\n**Other Spell Effect.** You can place your choice of one of the following magical effects within the warded area of the stronghold. \n- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. \n- Place magic mouth in two locations. \n- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. \n- Place a constant gust of wind in one corridor or room. \n- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.", "document": "srd", "level": 6, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Touch", @@ -4569,7 +4714,8 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.", "document": "srd", "level": 0, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4600,7 +4746,8 @@ "desc": "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.", "document": "srd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", "target_type": "creature", "range": "120 feet", @@ -4633,7 +4780,8 @@ "desc": "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4664,7 +4812,8 @@ "desc": "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\n\n**Courage.** Affected creatures can't be frightened while in the area.\n\n**Darkness.** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area\n\n **Daylight.** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.\n\n**Energy Protection.** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing\n\n **Energy Vulnerability.** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\n\n**Everlasting Rest.** Dead bodies interred in the area can't be turned into undead.\n\n**Extradimensional Interference.** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.\n\n**Fear.** Affected creatures are frightened while in the area.\n\n**Silence.** No sound can emanate from within the area, and no sound can reach into it.\n\n**Tongues.** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.", "document": "srd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4695,7 +4844,8 @@ "desc": "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.", "document": "srd", "level": 4, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "300 feet", @@ -4726,7 +4876,8 @@ "desc": "You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.", "document": "srd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4759,7 +4910,8 @@ "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4790,7 +4942,8 @@ "desc": "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.", "document": "srd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.", "target_type": "creature", "range": "60 feet", @@ -4821,7 +4974,8 @@ "desc": "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.", "target_type": "creature", "range": "60 feet", @@ -4852,7 +5006,8 @@ "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "object", "range": "60 feet", @@ -4885,7 +5040,8 @@ "desc": "You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", "target_type": "point", "range": "60 feet", @@ -4918,7 +5074,8 @@ "desc": "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.", "document": "srd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4949,7 +5106,8 @@ "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.", "document": "srd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4980,7 +5138,8 @@ "desc": "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.", "document": "srd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5011,7 +5170,8 @@ "desc": "Choose a creature you can see within range. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.", "document": "srd", "level": 5, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them.", "target_type": "creature", "range": "90 feet", @@ -5042,7 +5202,8 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.", "document": "srd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -5073,7 +5234,8 @@ "desc": "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends.", "document": "srd", "level": 8, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5104,7 +5266,8 @@ "desc": "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.", "document": "srd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": " When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", "target_type": "creature", "range": "90 feet", @@ -5135,7 +5298,8 @@ "desc": "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "document": "srd", "level": 3, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -5166,7 +5330,8 @@ "desc": "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.", "document": "srd", "level": 4, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.", "target_type": "point", "range": "300 feet", @@ -5199,7 +5364,8 @@ "desc": "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.", "document": "srd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5230,7 +5396,8 @@ "desc": "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.", "document": "srd", "level": 1, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5261,7 +5428,8 @@ "desc": "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment.\n\n**Burial.** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.\n\n**Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.\n\n**Hedged Prison.** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.\n\n**Minimus Containment.** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\n\n**Slumber.** The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.\n\n**Ending the Spell.** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.", "document": "srd", "level": 9, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5292,7 +5460,8 @@ "desc": "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.", "document": "srd", "level": 8, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -5325,7 +5494,8 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.", "document": "srd", "level": 1, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -5358,7 +5528,8 @@ "desc": "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", "document": "srd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", "target_type": "point", "range": "300 feet", @@ -5391,7 +5562,8 @@ "desc": "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.", "document": "srd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5422,7 +5594,8 @@ "desc": "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.", "document": "srd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -5453,7 +5626,8 @@ "desc": "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends.", "document": "srd", "level": 6, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5484,7 +5658,8 @@ "desc": "You touch a creature. The creature's jump distance is tripled until the spell ends.", "document": "srd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5515,7 +5690,8 @@ "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -5546,7 +5722,8 @@ "desc": "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"", "document": "srd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Self", @@ -5577,7 +5754,8 @@ "desc": "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.", "document": "srd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5608,7 +5786,8 @@ "desc": "One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -5639,7 +5818,8 @@ "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.", "document": "srd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5670,7 +5850,8 @@ "desc": "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.", "document": "srd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -5703,7 +5884,8 @@ "desc": "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "document": "srd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5734,7 +5916,8 @@ "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", "document": "srd", "level": 4, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5765,7 +5948,8 @@ "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", "document": "srd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Self", @@ -5796,7 +5980,8 @@ "desc": "You touch a creature. The target's speed increases by 10 feet until the spell ends.", "document": "srd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.", "target_type": "creature", "range": "Touch", @@ -5827,7 +6012,8 @@ "desc": "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.", "document": "srd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5858,7 +6044,8 @@ "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.", "document": "srd", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -5889,7 +6076,8 @@ "desc": "You create a 10-­--foot-­--radius, 20-­--foot-­--tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: \n- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw. \n- The creature has disadvantage on attack rolls against targets within the cylinder. \n- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.\nWhen you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.", "document": "srd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", "target_type": "point", "range": "10 feet", @@ -5920,7 +6108,8 @@ "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.", "document": "srd", "level": 6, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5951,7 +6140,8 @@ "desc": "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", "document": "srd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.", "target_type": "creature", "range": "120 feet", @@ -5982,7 +6172,8 @@ "desc": "You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "document": "srd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6013,7 +6204,8 @@ "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.", "target_type": "object", "range": "Touch", @@ -6044,7 +6236,8 @@ "desc": "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.", "document": "srd", "level": 7, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "300 feet", @@ -6075,7 +6268,8 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", "document": "srd", "level": 3, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.", "target_type": "object", "range": "120 feet", @@ -6106,7 +6300,8 @@ "desc": "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.", "target_type": "point", "range": "60 feet", @@ -6137,7 +6332,8 @@ "desc": "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.", "document": "srd", "level": 9, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6168,7 +6364,8 @@ "desc": "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -6199,7 +6396,8 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.", "document": "srd", "level": 6, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.", "target_type": "creature", "range": "60 feet", @@ -6230,7 +6428,8 @@ "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "document": "srd", "level": 8, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6261,7 +6460,8 @@ "desc": "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6292,7 +6492,8 @@ "desc": "This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.", "document": "srd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6323,7 +6524,8 @@ "desc": "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.", "document": "srd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -6354,7 +6556,8 @@ "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", "document": "srd", "level": 9, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "1 mile", @@ -6387,7 +6590,8 @@ "desc": "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.", "document": "srd", "level": 8, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6418,7 +6622,8 @@ "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", "document": "srd", "level": 0, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6449,7 +6654,8 @@ "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "document": "srd", "level": 7, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Sight", @@ -6480,7 +6686,8 @@ "desc": "Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates. Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates. If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more. The CA of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed. A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.", "document": "srd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6511,7 +6718,8 @@ "desc": "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.", "document": "srd", "level": 5, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6542,7 +6750,8 @@ "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.", "document": "srd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6573,7 +6782,8 @@ "desc": "You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory.", "document": "srd", "level": 5, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).", "target_type": "creature", "range": "30 feet", @@ -6604,7 +6814,8 @@ "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", "target_type": "point", "range": "120 feet", @@ -6637,7 +6848,8 @@ "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "document": "srd", "level": 6, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -6668,7 +6880,8 @@ "desc": "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.", "document": "srd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6699,7 +6912,8 @@ "desc": "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.", "document": "srd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6730,7 +6944,8 @@ "desc": "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "document": "srd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -6761,7 +6976,8 @@ "desc": "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target's turns before the spell ends, the target must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.", "document": "srd", "level": 4, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.", "target_type": "creature", "range": "120 feet", @@ -6792,7 +7008,8 @@ "desc": "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.", "document": "srd", "level": 3, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -6823,7 +7040,8 @@ "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.", "document": "srd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6854,7 +7072,8 @@ "desc": "With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.", "document": "srd", "level": 5, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.", "target_type": "creature", "range": "60 feet", @@ -6885,7 +7104,8 @@ "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.", "document": "srd", "level": 7, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6916,7 +7136,8 @@ "desc": "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "150 feet", @@ -6947,7 +7168,8 @@ "desc": "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.", "document": "srd", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).", "target_type": "creature", "range": "10 feet", @@ -6978,7 +7200,8 @@ "desc": "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", "document": "srd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7009,7 +7232,8 @@ "desc": "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.", "document": "srd", "level": 9, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7040,7 +7264,8 @@ "desc": "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.", "document": "srd", "level": 8, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7071,7 +7296,8 @@ "desc": "Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -7102,7 +7328,8 @@ "desc": "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range': \n- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. \n- You instantaneously light or snuff out a candle, a torch, or a small campfire. \n- You instantaneously clean or soil an object no larger than 1 cubic foot. \n- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. \n- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. \n- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. \nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "document": "srd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "10 feet", @@ -7133,7 +7360,8 @@ "desc": "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.\n\n**1. Red.** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.\n\n**2. Orange.** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.\n\n**3. Yellow.** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**4. Green.** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.\n\n**5. Blue.** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n\n**6. Indigo.** On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\n\n**7. Violet.** On a failed save, the target is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) \n\n**8. Special.** The target is struck by two rays. Roll twice more, rerolling any 8.", "document": "srd", "level": 7, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7166,7 +7394,8 @@ "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n\n**1. Red.** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n\n**2. Orange.** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n\n**3. Yellow.** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n\n**4. Green.** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n\n**5. Blue.** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n\n**6. Indigo.** On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n\n**7. Violet.** On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", "document": "srd", "level": 9, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -7199,7 +7428,8 @@ "desc": "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: \n- Sound can't pass through the barrier at the edge of the warded area. \n- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. \n- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. \n- Creatures in the area can't be targeted by divination spells. \n- Nothing can teleport into or out of the warded area. \n- Planar travel is blocked within the warded area. \nCasting this spell on the same spot every day for a year makes this effect permanent.", "document": "srd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.", "target_type": "area", "range": "120 feet", @@ -7230,7 +7460,8 @@ "desc": "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.", "document": "srd", "level": 0, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "Self", @@ -7263,7 +7494,8 @@ "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "document": "srd", "level": 6, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -7294,7 +7526,8 @@ "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "document": "srd", "level": 7, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "500 miles", @@ -7325,7 +7558,8 @@ "desc": "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", "document": "srd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7356,7 +7590,8 @@ "desc": "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", "document": "srd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7387,7 +7622,8 @@ "desc": "You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.", "document": "srd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7418,7 +7654,8 @@ "desc": "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.", "document": "srd", "level": 1, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -7449,7 +7686,8 @@ "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", "document": "srd", "level": 5, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7480,7 +7718,8 @@ "desc": "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.", "document": "srd", "level": 2, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7511,7 +7750,8 @@ "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.", "document": "srd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "60 feet", @@ -7544,7 +7784,8 @@ "desc": "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.", "document": "srd", "level": 7, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7575,7 +7816,8 @@ "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n**01-04** Dragonborn **05-13** Dwarf, hill **14-21** Dwarf, mountain **22-25** Elf, dark **26-34** Elf, high **35-42** Elf, wood **43-46** Gnome, forest **47-52** Gnome, rock **53-56** Half-elf **57-60** Half-orc **61-68** Halfling, lightfoot **69-76** Halfling, stout **77-96** Human **97-00** Tiefling \nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", "document": "srd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7606,7 +7848,8 @@ "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.", "document": "srd", "level": 3, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7637,7 +7880,8 @@ "desc": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.", "document": "srd", "level": 4, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7668,7 +7912,8 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.", "document": "srd", "level": 0, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7699,7 +7944,8 @@ "desc": "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.", "document": "srd", "level": 7, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7730,7 +7976,8 @@ "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.", "document": "srd", "level": 7, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "100 feet", @@ -7761,7 +8008,8 @@ "desc": "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.", "document": "srd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7792,7 +8040,8 @@ "desc": "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7823,7 +8072,8 @@ "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.", "document": "srd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "60 feet", @@ -7854,7 +8104,8 @@ "desc": "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.", "document": "srd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7885,7 +8136,8 @@ "desc": "You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.", "target_type": "creature", "range": "120 feet", @@ -7918,7 +8170,8 @@ "desc": "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\n**Knowledge & Save Modifier** Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 **Connection & Save Modifier** Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 \nOn a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.", "document": "srd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7949,7 +8202,8 @@ "desc": "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.", "document": "srd", "level": 4, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -7980,7 +8234,8 @@ "desc": "For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal. The ethereal objects and creatures appear ghostly translucent.", "document": "srd", "level": 2, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8011,7 +8266,8 @@ "desc": "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", "document": "srd", "level": 5, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8042,7 +8298,8 @@ "desc": "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.", "document": "srd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Unlimited", @@ -8073,7 +8330,8 @@ "desc": "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.", "document": "srd", "level": 7, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8104,7 +8362,8 @@ "desc": "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.", "document": "srd", "level": 9, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8135,7 +8394,8 @@ "desc": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-­--foot-­--radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone,crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "point", "range": "60 feet", @@ -8168,7 +8428,8 @@ "desc": "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.", "document": "srd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8199,7 +8460,8 @@ "desc": "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "document": "srd", "level": 1, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8230,7 +8492,8 @@ "desc": "The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.", "document": "srd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8261,7 +8524,8 @@ "desc": "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.", "document": "srd", "level": 0, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "Touch", @@ -8294,7 +8558,8 @@ "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.", "document": "srd", "level": 2, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -8325,7 +8590,8 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "document": "srd", "level": 1, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -8356,7 +8622,8 @@ "desc": "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.", "document": "srd", "level": 7, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8387,7 +8654,8 @@ "desc": "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.", "document": "srd", "level": 1, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.", "target_type": "creature", "range": "90 feet", @@ -8418,7 +8686,8 @@ "desc": "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.", "document": "srd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -8449,7 +8718,8 @@ "desc": "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -8480,7 +8750,8 @@ "desc": "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", "document": "srd", "level": 0, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8511,7 +8782,8 @@ "desc": "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.", "document": "srd", "level": 1, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8542,7 +8814,8 @@ "desc": "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "document": "srd", "level": 3, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -8573,7 +8846,8 @@ "desc": "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -8604,7 +8878,8 @@ "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8635,7 +8910,8 @@ "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The development of land is camouflaged to look natural. Any creature that does not see the area when the spell is spell casts must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", "document": "srd", "level": 2, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -8668,7 +8944,8 @@ "desc": "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.", "document": "srd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -8701,7 +8978,8 @@ "desc": "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.", "document": "srd", "level": 2, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.", "target_type": "creature", "range": "60 feet", @@ -8732,7 +9010,8 @@ "desc": "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", "document": "srd", "level": 3, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -8763,7 +9042,8 @@ "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "document": "srd", "level": 4, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8794,7 +9074,8 @@ "desc": "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.", "document": "srd", "level": 4, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8825,7 +9106,8 @@ "desc": "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.\n\n**Round 2.** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\n\n**Round 3.** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**Round 4.** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\n\n**Round 5-10.** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.", "document": "srd", "level": 9, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "Sight", @@ -8858,7 +9140,8 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.", "document": "srd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8889,7 +9172,8 @@ "desc": "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.", "document": "srd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8922,7 +9206,8 @@ "desc": "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.", "document": "srd", "level": 8, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -8955,7 +9240,8 @@ "desc": "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\n\n**Death.** Each target must make a constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save\n\n **Discord.** Each target must make a constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\n\n**Fear.** Each target must make a wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\n\n**Hopelessness.** Each target must make a charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\n\n**Insanity.** Each target must make an intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\n\n**Pain.** Each target must make a constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\n\n**Sleep.** Each target must make a wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\n\n**Stunning.** Each target must make a wisdom saving throw and becomes stunned for 1 minute on a failed save.", "document": "srd", "level": 7, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8986,7 +9272,8 @@ "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\n**Creature.** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\n\n**Object.** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "document": "srd", "level": 5, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9017,7 +9304,8 @@ "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.", "document": "srd", "level": 5, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9048,7 +9336,8 @@ "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\n**Familiarity.** \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. \"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\n\n**On Target.** You and your group (or the target object) appear where you want to.\n\n**Off Target.** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\n\n**Similar Area.** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\n\n**Mishap.** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", "document": "srd", "level": 7, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -9081,7 +9370,8 @@ "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", "document": "srd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -9112,7 +9402,8 @@ "desc": "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. \n- Your voice booms up to three times as loud as normal for 1 minute. \n- You cause flames to flicker, brighten, dim, or change color for 1 minute. \n- You cause harmless tremors in the ground for 1 minute. \n- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. \n- You instantaneously cause an unlocked door or window to fly open or slam shut. \n- You alter the appearance of your eyes for 1 minute. \nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.", "document": "srd", "level": 0, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -9143,7 +9434,8 @@ "desc": "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.", "document": "srd", "level": 1, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -9176,7 +9468,8 @@ "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "document": "srd", "level": 9, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9207,7 +9500,8 @@ "desc": "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.", "document": "srd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "area", "range": "Self", @@ -9238,7 +9532,8 @@ "desc": "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.", "document": "srd", "level": 3, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9269,7 +9564,8 @@ "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "document": "srd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -9300,7 +9596,8 @@ "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.", "document": "srd", "level": 5, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9331,7 +9628,8 @@ "desc": "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\n**Creature into Creature.** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\n\n**Object into Creature.** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n\n **Creature into Object.** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.", "document": "srd", "level": 9, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9362,7 +9660,8 @@ "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "document": "srd", "level": 9, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9393,7 +9692,8 @@ "desc": "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.", "document": "srd", "level": 6, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9424,7 +9724,8 @@ "desc": "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.", "document": "srd", "level": 0, - "school": "Divination", + "school_old": "Divination", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -9455,7 +9756,8 @@ "desc": "This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wind. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "document": "srd", "level": 1, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -9486,7 +9788,8 @@ "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.", "document": "srd", "level": 3, - "school": "Necromancy", + "school_old": "Necromancy", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -9519,7 +9822,8 @@ "desc": "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.", "document": "srd", "level": 0, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "creature", "range": "60 feet", @@ -9550,7 +9854,8 @@ "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side o f the wall deals no damage. The other side of the wall deals no damage.", "document": "srd", "level": 4, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a level spell slot 5 or more, the damage of the spell increases by 1d8 for each level of higher spell slot to 4.", "target_type": "creature", "range": "120 feet", @@ -9583,7 +9888,8 @@ "desc": "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.", "document": "srd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -9614,7 +9920,8 @@ "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.", "target_type": "creature", "range": "120 feet", @@ -9647,7 +9954,8 @@ "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", "document": "srd", "level": 5, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -9678,7 +9986,8 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.", "target_type": "creature", "range": "120 feet", @@ -9711,7 +10020,8 @@ "desc": "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.", "document": "srd", "level": 2, - "school": "Abjuration", + "school_old": "Abjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9742,7 +10052,8 @@ "desc": "This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9773,7 +10084,8 @@ "desc": "This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", "document": "srd", "level": 3, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9804,7 +10116,8 @@ "desc": "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "document": "srd", "level": 2, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -9835,7 +10148,8 @@ "desc": "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.", "document": "srd", "level": 9, - "school": "Illusion", + "school_old": "Illusion", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -9866,7 +10180,8 @@ "desc": "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.", "document": "srd", "level": 6, - "school": "Transmutation", + "school_old": "Transmutation", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9897,7 +10212,8 @@ "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.", "document": "srd", "level": 3, - "school": "Evocation", + "school_old": "Evocation", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -9930,7 +10246,8 @@ "desc": "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: \n- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. \n- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. \n- You grant up to ten creatures you can see resistance to a damage type you choose. \n- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. \n- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. \nYou might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.", "document": "srd", "level": 9, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9961,7 +10278,8 @@ "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.", "document": "srd", "level": 6, - "school": "Conjuration", + "school_old": "Conjuration", + "school": "evocation", "higher_level": "", "target_type": "creature", "range": "5 feet", @@ -9992,7 +10310,8 @@ "desc": "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.", "document": "srd", "level": 2, - "school": "Enchantment", + "school_old": "Enchantment", + "school": "evocation", "higher_level": "", "target_type": "point", "range": "60 feet", diff --git a/scripts/data_manipulation/remapschool.py b/scripts/data_manipulation/remapschool.py new file mode 100644 index 00000000..46819021 --- /dev/null +++ b/scripts/data_manipulation/remapschool.py @@ -0,0 +1,17 @@ +from api_v2 import models as v2 + + +# Run this by: +#$ python manage.py shell -c 'from scripts.data_manipulation.spell import casting_option_generate; casting_option_generate()' + +def remapschool(): + print("REMAPPING RARITY FOR ITEMS") + for spell in v2.Spell.objects.all(): + for ss in v2.SpellSchool.objects.all(): + if spell.school_old == ss.key: + mapped_s = ss + + print("key:{} size_int:{} mapped_size:{}".format(spell.key,spell.school_old,mapped_s.name)) + spell.school = ss + spell.school.save() + From 13ec3266b3277db302a646692aeaddd5300672dd Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:53:57 -0500 Subject: [PATCH 31/36] Removing deprecated field. --- .../migrations/0071_remove_spell_school_old.py | 17 +++++++++++++++++ api_v2/models/spell.py | 7 +------ 2 files changed, 18 insertions(+), 6 deletions(-) create mode 100644 api_v2/migrations/0071_remove_spell_school_old.py diff --git a/api_v2/migrations/0071_remove_spell_school_old.py b/api_v2/migrations/0071_remove_spell_school_old.py new file mode 100644 index 00000000..ca074ab1 --- /dev/null +++ b/api_v2/migrations/0071_remove_spell_school_old.py @@ -0,0 +1,17 @@ +# Generated by Django 3.2.20 on 2024-03-15 12:53 + +from django.db import migrations + + +class Migration(migrations.Migration): + + dependencies = [ + ('api_v2', '0070_spell_school'), + ] + + operations = [ + migrations.RemoveField( + model_name='spell', + name='school_old', + ), + ] diff --git a/api_v2/models/spell.py b/api_v2/models/spell.py index cc9a6e40..827cf664 100644 --- a/api_v2/models/spell.py +++ b/api_v2/models/spell.py @@ -27,15 +27,10 @@ class Spell(HasName, HasDescription, FromDocument): validators=[MinValueValidator(0), MaxValueValidator(9)], help_text='Integer representing the default slot level required by the spell.') - school_old = models.TextField( - choices = SPELL_SCHOOL_CHOICES, - help_text = "Spell school key, such as 'evocation'") - school = models.ForeignKey( "SpellSchool", on_delete=models.CASCADE, - help_text="Spell school, such as 'evocation'" - ) + help_text="Spell school, such as 'evocation'") higher_level = models.TextField( help_text = "Description of casting the spell at a different level.") From 013be0a48b887b141c1393359ac51546c93ea773 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:56:05 -0500 Subject: [PATCH 32/36] Changing mapping. --- api_v2/serializers/spell.py | 1 + 1 file changed, 1 insertion(+) diff --git a/api_v2/serializers/spell.py b/api_v2/serializers/spell.py index 33551967..3e282ad9 100644 --- a/api_v2/serializers/spell.py +++ b/api_v2/serializers/spell.py @@ -29,6 +29,7 @@ class SpellSerializer(GameContentSerializer): key = serializers.ReadOnlyField() slot_expended=serializers.ReadOnlyField() casting_options = CastingOptionSerializer(many=True) + school = SpellSchoolSerializer() class Meta: model = models.Spell From 1abd723024918aa1505b006714482cd198ecb0ce Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 07:56:35 -0500 Subject: [PATCH 33/36] Deprecating old field. --- data/v2/en-publishing/a5esrd/Spell.json | 371 -------------- data/v2/kobold-press/deep-magic/Spell.json | 514 -------------------- data/v2/kobold-press/dmag-e/Spell.json | 64 --- data/v2/kobold-press/kp/Spell.json | 31 -- data/v2/kobold-press/toh/Spell.json | 91 ---- data/v2/kobold-press/warlock/Spell.json | 43 -- data/v2/open5e/o5e/Spell.json | 2 - data/v2/wizards-of-the-coast/srd/Spell.json | 319 ------------ 8 files changed, 1435 deletions(-) diff --git a/data/v2/en-publishing/a5esrd/Spell.json b/data/v2/en-publishing/a5esrd/Spell.json index 2ac17817..98c9ade1 100644 --- a/data/v2/en-publishing/a5esrd/Spell.json +++ b/data/v2/en-publishing/a5esrd/Spell.json @@ -7,7 +7,6 @@ "desc": "You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.\n\nUntil the spell ends, targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).\n\n* **1 Round:** Double Speed.\n* **2 Rounds:** +2 bonus to AC.\n* **3 Rounds:** Advantage on Dexterity saving throws.\n* **4 Rounds:** An additional action each turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.\n\nWhen the spell ends, a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.", "document": "a5esrd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "You may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.", "target_type": "object", @@ -39,7 +38,6 @@ "desc": "A jet of acid streaks towards the target like a hissing, green arrow. Make a ranged spell attack.\n\nOn a hit the target takes 4d4 acid damage and 2d4 ongoing acid damage for 1 round. On a miss the target takes half damage.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "Increase this spell's initial and ongoing damage by 1d4 per slot level above 2nd.", "target_type": "creature", @@ -73,7 +71,6 @@ "desc": "A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.", "document": "a5esrd", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", @@ -105,7 +102,6 @@ "desc": "You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.", "document": "a5esrd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The granted hit points increase by an additional 5 for each slot level above 2nd.", "target_type": "point", @@ -137,7 +133,6 @@ "desc": "Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.", "document": "a5esrd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The spell's range increases by 30 feet for each slot level above 1st.", "target_type": "creature", @@ -169,7 +164,6 @@ "desc": "You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don't set off the alarm.\n\nChoose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping. An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet.", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "You may create an additional alarm for each slot level above 1st. The spell's range increases to 600 feet, but you must be familiar with the locations you ward, and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms.\n\nYou may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell's casting.\n\nIncreased Duration. The spell's duration increases to 24 hours.\n\nImproved Audible Alarm. The audible alarm produces any sound you choose and can be heard up to 300 feet away.\n\nImproved Mental Alarm. The mental alarm alerts you regardless of your location, even if you and the alarm are on different planes of existence.", "target_type": "creature", @@ -201,7 +195,6 @@ "desc": "You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.\n\n* **Amphibian:** Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.\n* **Altered State:** You decide what you look like. \n \nNone of your gameplay statistics change but you can alter anything about your body's appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance.\n* **Red in Tooth and Claw:** You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When using a spell slot of 5th-level, add the following to the list of forms you can adopt.\n\n* **Greater Natural Weapons:** The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.\n* **Mask of the Grave:** You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don't need to breathe and you become immune to poison.\n* **Wings:** A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon's wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.", "target_type": "creature", @@ -233,7 +226,6 @@ "desc": "You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.\n\nYou use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood.", "document": "a5esrd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of one. In addition, you can choose adamantine as the material.\n\nWhen you reach 17th level, your attacks with this spell deal an extra 1d6 damage.", "target_type": "creature", @@ -265,7 +257,6 @@ "desc": "The target is bombarded with a fraction of energy stolen from some slumbering, deific source, immediately taking 40 radiant damage. This spell ignores resistances but does not ignore immunities. A creature killed by this spell does not decay and cannot become undead for the spell's duration. Days spent under the influence of this spell don't count against the time limit of spells such as _raise dead_. This effect ends early if the corpse takes necrotic damage.", "document": "a5esrd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage and duration increase to 45 radiant damage and 1 year when using an 8th-level spell slot, or 50 damage and until dispelled when using a 9th-level spell slot.", "target_type": "creature", @@ -299,7 +290,6 @@ "desc": "You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your companions harms it (whichever is sooner), the target is charmed by you.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "Choose one additional target for each slot level above 1st.", "target_type": "creature", @@ -331,7 +321,6 @@ "desc": "You call a Tiny beast to you, whisper a message to it, and then give it directions to the message's recipient. It is now your messenger.\n\nSpecify a location you have previously visited and a recipient who matches a general description, such as \"a person wearing a pointed red hat in Barter Town\" or \"a half-orc in a wheelchair at the Striped Lion Inn.\" Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.\n\nWhen the messenger arrives, it delivers your message to the first creature matching your description, replicating the sound of your voice exactly. If the messenger can't find the recipient or reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "document": "a5esrd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The duration of the spell increases by 48 hours for each slot level above 2nd.", "target_type": "creature", @@ -363,7 +352,6 @@ "desc": "You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.\n\nOn subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.\n\nUntil the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points) are replaced by the statistics of the chosen beast excepting its Intelligence, Wisdom, and Charisma scores. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effect on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.", "document": "a5esrd", "level": 8, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -395,7 +383,6 @@ "desc": "You animate a mortal's remains to become your undead servant.\n\nIf the spell is cast upon bones you create a skeleton, and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead's statistics.\n\nWhile it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.\n\nThe undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours.\n\nCasting the spell in this way reasserts control over up to 4 of your previously-animated undead instead of animating a new one.", "document": "a5esrd", "level": 3, - "school_old": "Necromancy", "school": "evocation", "higher_level": "You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).", "target_type": "area", @@ -427,7 +414,6 @@ "desc": "Objects come to life at your command just like you dreamt of when you were an apprentice! Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can't animate objects larger than Huge.\n\nUntil the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.\n\nEach construct has Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1, as well as a flying speed of 30 feet and the ability to hover (if securely fastened to something larger, it has a Speed of 0), and blindsight to a range of 30 feet (blind beyond that distance). Otherwise a construct's statistics are determined by its size.\n\nIf you animate 4 or more Small or Tiny objects, instead of controlling each construct individually they function as a construct swarm. Add together all swarm's total hit points. Attacks against a construct swarm deal half damage. The construct swarm reverts to individual constructs when it is reduced to 15 hit points or less.\n\nYou can use a bonus action to mentally command any construct made with this spell while it is within 500 feet. When you command multiple constructs using this spell, you may simultaneously give them all the same command. You decide the action the construct takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. Without commands the construct only defends itself. The construct continues to follow a command until its task is complete.\n\nWhen you command a construct to attack, it makes a single slam melee attack against a creature within 5 feet of it. On a hit the construct deals bludgeoning, piercing, or slashing damage appropriate to its shape.\n\nWhen the construct drops to 0 hit points, any excess damage carries over to its normal object form.", "document": "a5esrd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "You can animate 2 additional Small or Tiny objects for each slot level above 5th.", "target_type": "object", @@ -459,7 +445,6 @@ "desc": "A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.\n\nThe barrier does not prevent spells or attacks with ranged or reach weapons from passing through the barrier.\n\nThe spell ends if you move so that a Tiny or larger living creature is forced to pass through the barrier.", "document": "a5esrd", "level": 5, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -491,7 +476,6 @@ "desc": "An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator's discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere's effects.\n\n* **Area Suppression:** When a magical effect protrudes into the sphere, that part of the effect's area is suppressed. For example, the ice created by a wall of ice is suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n* **Creatures and Objects:** While within the sphere, any creatures or objects created or conjured by magic temporarily wink out of existence, reappearing immediately once the space they occupied is no longer within the sphere.\n* **Dispel Magic:** The sphere is immune to dispel magic and similar magical effects, including other antimagic field spells.\n* **Magic Items:** While within the sphere, magic items function as if they were mundane objects. Magic weapons and ammunition cease to be suppressed when they fully leave the sphere.\n* **Magical Travel:** Whether the sphere includes a destination or departure point, any planar travel or teleportation within it automatically fails. Until the spell ends or the sphere moves, magical portals and extradimensional spaces (such as that created by a bag of holding) within the sphere are closed.\n* **Spells:** Any spell cast within the sphere or at a target within the sphere is suppressed and the spell slot is consumed. Active spells and magical effects are also suppressed within the sphere. If a spell or magical effect has a duration, time spent suppressed counts against it.", "document": "a5esrd", "level": 8, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -523,7 +507,6 @@ "desc": "You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires.\n\nThe target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell's effects for 1 minute.\n\n* **Antipathy:** When a designated creature can see the target or comes within 60 feet of it, the creature makes a Wisdom saving throw or becomes frightened. While frightened the creature must use its movement to move away from the target to the nearest safe spot from which it can no longer see the target. If the creature moves more than 60 feet from the target and can no longer see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n* **Sympathy:** When a designated creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw. On a failure, the creature uses its movement on each of its turns to enter the area or move within reach of the target, and is unwilling to move away from the target. \nIf the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect. An affected creature can also make a saving throw once every 24 hours while within the area of the spell, and whenever it ends its turn more than 60 feet from the target and is unable to see the target.", "document": "a5esrd", "level": 8, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -555,7 +538,6 @@ "desc": "Until the spell ends, you create an invisible, floating magical eye that hovers in the air and sends you visual information. The eye has normal vision, darkvision to a range of 30 feet, and it can look in every direction.\n\nYou can use an action to move the eye up to 30 feet in any direction as long as it remains on the same plane of existence. The eye can pass through openings as small as 1 inch across but otherwise its movement is blocked by solid barriers.", "document": "a5esrd", "level": 4, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "point", @@ -587,7 +569,6 @@ "desc": "You create a Large hand of shimmering, translucent force that mimics the appearance and movements of your own hand.\n\nThe hand doesn't fill its space and has AC 20, Strength 26 (+8), Dexterity 10 (+0), maneuver DC 18, and hit points equal to your hit point maximum. The spell ends early if it is dropped to 0 hit points.\n\nWhen you cast the spell and as a bonus action on subsequent turns, you can move the hand up to 60 feet and then choose one of the following.\n\n* **_Shove:_** The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the hand pushes the creature in a direction of your choosing for up to 5 feet plus a number of feet equal to 5 times your spellcasting ability modifier, and remains within 5 feet of it.\n* **_Smash:_** Make a melee spell attack against a creature or object within 5 feet of the hand. On a hit, the hand deals 4d8 force damage.\n* **_Snatch:_** The hand makes a Strength saving throw against the maneuver DC of a creature within 5 feet of it, with advantage if the creature is Medium or smaller. On a success, the creature is grappled by the hand. You can use a bonus action to crush a creature grappled by the hand, dealing bludgeoning damage equal to 2d6 + your spellcasting ability modifier.\n* **_Stop:_** Until the hand is given another command it moves to stay between you and a creature of your choice, providing you with three-quarters cover against the chosen creature. A creature with a Strength score of 26 or less cannot move through the hand's space, and stronger creatures treat the hand as difficult terrain.", "document": "a5esrd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage from Smash increases by 2d8 and the damage from Snatch increases by 2d6 for each slot level above 5th.", "target_type": "point", @@ -619,7 +600,6 @@ "desc": "The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively, you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target. The spell can also be suppressed for 10 minutes by casting _knock_ on the target. Otherwise, the target cannot be opened normally and it is more difficult to break or force open, increasing the DC to break it or pick any locks on it by 10 (minimum DC 20).", "document": "a5esrd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "Increase the DC to force open the object or pick any locks on the object by an additional 2 for each slot level above 2nd. Only a knock spell cast at a slot level equal to or greater than your arcane lock suppresses it.", "target_type": "creature", @@ -651,7 +631,6 @@ "desc": "Your muscles swell with arcane power. They're too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": "a5esrd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -683,7 +662,6 @@ "desc": "You respond to an incoming attack with a magically-infused attack of your own. Make a melee spell attack against the creature that attacked you. If you hit, the creature takes 3d6 acid, cold, fire, lightning, poison, or thunder damage.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell deals an extra 1d6 damage for each slot level above 1st. When using a 4th-level spell slot, you may choose to deal psychic, radiant, or necrotic damage. When using a 6th-level spell slot, you may choose to deal force damage.", "target_type": "creature", @@ -722,7 +700,6 @@ "desc": "You summon an insubstantial yet deadly sword to do your bidding.\n\nMake a melee spell attack against a target of your choice within 5 feet of the sword, dealing 3d10 force damage on a hit.\n\nUntil the spell ends, you can use a bonus action on subsequent turns to move the sword up to 20 feet to a space you can see and make an identical melee spell attack against a target.", "document": "a5esrd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -754,7 +731,6 @@ "desc": "You craft an illusion to deceive others about the target's true magical properties.\n\nChoose one or both of the following effects. When cast upon the same target with the same effect for 30 successive days, it lasts until it is dispelled.\n\n* **False Aura:** A magical target appears nonmagical, a nonmagical target appears magical, or you change a target's magical aura so that it appears to belong to a school of magic of your choosing. Additionally, you can choose to make the false magic apparent to any creature that handles the item.\n* **Masking Effect:** Choose a creature type. Spells and magical effects that detect creature types (such as a herald's Divine Sense or the trigger of a symbol spell) treat the target as if it were a creature of that type. Additionally, you can choose to mask the target's alignment trait (if it has one).", "document": "a5esrd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "When cast using a 6th-level spell slot or higher the effects last until dispelled with a bonus action.", "target_type": "creature", @@ -786,7 +762,6 @@ "desc": "You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage. You may use your Strength or Dexterity for attack and damage rolls with unarmed strikes, and treat your unarmed strikes as weapons with the finesse property. You gain an additional action on your turn, which may only be used to make a melee attack with your unarmed strike. If you are hit by a silvered weapon, you have disadvantage on your Constitution saving throw to maintain concentration.", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -818,7 +793,6 @@ "desc": "Until the spell ends, the targets leave their material bodies (unconscious and in a state of suspended animation, not aging or requiring food or air) and project astral forms that resemble their mortal forms in nearly all ways, keeping their game statistics and possessions.\n\nWhile in this astral form you trail a tether, a silvery-white cord that sprouts from between your shoulder blades and fades into immateriality a foot behind you. As long as the tether remains intact you can find your way back to your material body. When it is cut—which requires an effect specifically stating that it cuts your tether —your soul and body are separated and you immediately die. Damage against and other effects on your astral form have no effect on your material body either during this spell or after its duration ends. Your astral form travels freely through the Astral Plane and can pass through interplanar portals on the Astral Plane leading to any other plane. When you enter a new plane or return to the plane you were on when casting this spell, your material body and possessions are transported along the tether, allowing you to return fully intact with all your gear as you enter the new plane.\n\nThe spell ends for all targets when you use an action to dismiss it, for an individual target when a successful dispel magic is cast upon its astral form or material body, or when either its material body or its astral form drops to 0 hit points. When the spell ends for a target and the tether is intact, the tether pulls the target's astral form back to its material body, ending the suspended animation.\n\nIf the spell ends for you prematurely, other targets remain in their astral forms and must find their own way back to their bodies (usually by dropping to 0 hit points).", "document": "a5esrd", "level": 9, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "point", @@ -850,7 +824,6 @@ "desc": "With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:\n\n* Fortunate omen (good results)\n* Calamity omen (bad results)\n* Ambivalence omen (both good and bad results)\n* No omen (results that aren't especially good or bad)\n\nThis omen does not account for possible circumstances that could change the outcome, such as making additional preparations.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -882,7 +855,6 @@ "desc": "You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human. The Narrator assigns awakened plant statistics (such as an awakened shrub or awakened tree).\n\nThe target is charmed by you for 30 days or until you or your companions harm it. Depending on how you treated the target while it was charmed, when the condition ends the awakened creature may choose to remain friendly to you.", "document": "a5esrd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "Target an additional creature for each slot level above 5th. Each target requires its own material component.", "target_type": "creature", @@ -914,7 +886,6 @@ "desc": "The senses of the targets are filled with phantom energies that make them more vulnerable and less capable. Until the spell ends, a d4 is subtracted from attack rolls and saving throws made by a target.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "You target an additional creature for each slot level above 1st.", "target_type": "creature", @@ -946,7 +917,6 @@ "desc": "You employ sheer force of will to make reality question the existence of a nearby creature, causing them to warp visibly in front of you.\n\nUntil the spell ends, a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.\n\nAt the end of each of its turns, a banished creature can repeat the saving throw with a -1 penalty for each round it has spent banished, returning on a success. If the spell ends before its maximum duration, the target reappears in the space it left (or the nearest unoccupied space) but otherwise a target native to a different plane doesn't return.", "document": "a5esrd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The duration of banishment increases by 1 round for each slot level above 4th.", "target_type": "creature", @@ -978,7 +948,6 @@ "desc": "The target's skin takes on the texture and appearance of bark, increasing its AC to 16 (unless its AC is already higher).", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The target's AC increases by +1 for every two slot levels above 2nd.", "target_type": "creature", @@ -1010,7 +979,6 @@ "desc": "You fill your allies with a thirst for glory and battle using your triumphant rallying cry. Expend and roll a Bardic Inspiration die to determine the number of rounds you can maintain concentration on this spell (minimum 1 round). Each target gains a bonus to attack and damage rolls equal to the number of rounds you have maintained concentration on this spell (maximum +4).\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "You can maintain concentration on this spell for an additional round for each slot level above 3rd.", "target_type": "creature", @@ -1042,7 +1010,6 @@ "desc": "The targets are filled with hope and vitality.\n\nUntil the spell ends, each target gains advantage on Wisdom saving throws and death saving throws, and when a target receives healing it regains the maximum number of hit points possible.", "document": "a5esrd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1074,7 +1041,6 @@ "desc": "Choose one of the following:\n\n* Select one ability score; the target has disadvantage on ability checks and saving throws using that ability score.\n* The target makes attack rolls against you with disadvantage.\n* Each turn, the target loses its action unless it succeeds a Wisdom saving throw at the start of its turn.\n* Your attacks and spells deal an additional 1d8 necrotic damage against the target.\n\nA curse lasts until the spell ends. At the Narrator's discretion you may create a different curse effect with this spell so long as it is weaker than the options above.\n\nA _remove curse_ spell ends the effect if the spell slot used to cast it is equal to or greater than the spell slot used to cast _bestow curse_.", "document": "a5esrd", "level": 3, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When using a 4th-level spell slot the duration increases to 10 minutes. When using a 5th-level spell slot the duration increases to 8 hours and it no longer requires your concentration. When using a 7th-level spell slot the duration is 24 hours.", "target_type": "creature", @@ -1106,7 +1072,6 @@ "desc": "Writhing black tentacles fill the ground within the area turning it into difficult terrain. When a creature starts its turn in the area or enters the area for the first time on its turn, it takes 3d6 bludgeoning damage and is restrained by the tentacles unless it succeeds on a Dexterity saving throw. A creature that starts its turn restrained by the tentacles takes 3d6 bludgeoning damage.\n\nA restrained creature can use its action to make an Acrobatics or Athletics check against the spell save DC, freeing itself on a success.", "document": "a5esrd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The damage increases by 1d6 for every 2 slot levels above 4th.", "target_type": "area", @@ -1140,7 +1105,6 @@ "desc": "You create a wall of slashing blades. The wall can be up to 20 feet high and 5 feet thick, and can either be a straight wall up to 100 feet long or a ringed wall of up to 60 feet in diameter. The wall provides three-quarters cover and its area is difficult terrain.\n\nWhen a creature starts its turn within the wall's area or enters the wall's area for the first time on a turn, it makes a Dexterity saving throw, taking 6d10 slashing damage on a failed save, or half as much on a successful save.", "document": "a5esrd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 6th.", "target_type": "area", @@ -1172,7 +1136,6 @@ "desc": "The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "You target one additional creature for each slot level above 1st.", "target_type": "creature", @@ -1204,7 +1167,6 @@ "desc": "Necrotic energies drain moisture and vitality from the target, dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.\n\nA plant creature or magical plant has disadvantage on its saving throw and takes the maximum damage possible from this spell. A nonmagical plant that isn't a creature receives no saving throw and instead withers until dead.", "document": "a5esrd", "level": 4, - "school_old": "Necromancy", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -1236,7 +1198,6 @@ "desc": "Until the spell ends, the target is blinded or deafened (your choice). At the end of each of its turns the target can repeat its saving throw, ending the spell on a success.", "document": "a5esrd", "level": 2, - "school_old": "Necromancy", "school": "evocation", "higher_level": "You target one additional creature for each slot level above 2nd.", "target_type": "creature", @@ -1268,7 +1229,6 @@ "desc": "Until the spell ends, roll 1d20 at the end of each of your turns. When you roll an 11 or higher you disappear and reappear in the Ethereal Plane (if you are already on the Ethereal Plane, the spell fails and the spell slot is wasted). At the start of your next turn you return to an unoccupied space that you can see within 10 feet of where you disappeared from. If no unoccupied space is available within range, you reappear in the nearest unoccupied space (determined randomly when there are multiple nearest choices). As an action, you can dismiss this spell.\n\nWhile on the Ethereal Plane, you can see and hear into the plane you were originally on out to a range of 60 feet, but everything is obscured by mist and in shades of gray. You can only target and be targeted by other creatures on the Ethereal Plane.\n\nCreatures on your original plane cannot perceive or interact with you, unless they are able to interact with the Ethereal Plane.", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1300,7 +1260,6 @@ "desc": "This spell creates a pact which is enforced by celestial or fiendish forces. You and another willing creature commit to a mutual agreement, clearly declaring your parts of the agreement during the casting.\n\nUntil the spell ends, if for any reason either participant breaks the agreement or fails to uphold their part of the bargain, beings of celestial or fiendish origin appear within unoccupied spaces as close as possible to the participant who broke the bargain. The beings are hostile to the deal-breaking participant and attempt to kill them, as well as any creatures that defend them. When the dealbreaking participant is killed, or the spell's duration ends, the beings disappear in a flash of smoke.\n\nThe spellcaster chooses whether the beings are celestial or fiendish while casting the spell, and the Narrator chooses the exact creatures summoned (such as a couatl or 5 imps). There may be any number of beings, but their combined Challenge Rating can't exceed 5.", "document": "a5esrd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The combined Challenge Rating of summoned beings increases by 2 and the duration increases by 13 days for each slot level above 3rd.", "target_type": "creature", @@ -1332,7 +1291,6 @@ "desc": "Until the spell ends, you are shrouded in distortion and your image is blurred. Creatures make attack rolls against you with disadvantage unless they have senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).", "document": "a5esrd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "You may target an additional willing creature you can see within range for each slot level above 2nd. Whenever an affected creature other than you is hit by an attack, the spell ends for that creature. When using a higher level spell slot, increase the spell's range to 30 feet.", "target_type": "creature", @@ -1364,7 +1322,6 @@ "desc": "A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 1st.", "target_type": "creature", @@ -1398,7 +1355,6 @@ "desc": "You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.\n\nNote: Using the _calculate_ cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.", "document": "a5esrd", "level": 0, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1430,7 +1386,6 @@ "desc": "You surround yourself with a dampening magical field and collect the energy of a foe's attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack's damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends.\n\nYou must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage, or if you already have advantage, you automatically succeed.", "target_type": "creature", @@ -1462,7 +1417,6 @@ "desc": "A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).\n\nOn the round you cast it, and as an action on subsequent turns until the spell ends, you can call down a bolt of lightning to a point directly beneath the cloud. Each creature within 5 feet of the point makes a Dexterity saving throw, taking 3d10 lightning damage on a failed save or half as much on a successful one.\n\nIf you are outdoors in a storm when you cast this spell, you take control of the storm instead of creating a new cloud and the spell's damage is increased by 1d10.", "document": "a5esrd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 3rd.", "target_type": "point", @@ -1494,7 +1448,6 @@ "desc": "Strong and harmful emotions are suppressed within the area. You can choose which of the following two effects to apply to each target of this spell.\n\n* Suppress the charmed or frightened conditions, though they resume when the spell ends (time spent suppressed counts against a condition's duration).\n* Suppress hostile feelings towards creatures of your choice until the spell ends. This suppression ends if a target is attacked or sees its allies being attacked. Targets act normally when the spell ends.", "document": "a5esrd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The spell area increases by 10 feet for each slot level above 2nd.", "target_type": "area", @@ -1526,7 +1479,6 @@ "desc": "You perform a religious ceremony during the casting time of this spell. When you cast the spell, you choose one of the following effects, any targets of which must be within range during the entire casting.\n\n* **Funeral:** You bless one or more corpses, acknowledging their transition away from this world. For the next week, they cannot become undead by any means short of a wish spell. This benefit lasts indefinitely regarding undead of CR 1/4 or less. A corpse can only benefit from this effect once.\n* **Guide the Passing:** You bless one or more creatures within range for their passage into the next life. For the next 7 days, their souls cannot be trapped or captured by any means short of a wish spell. Once a creature benefits from this effect, it can't do so again until it has been restored to life.\n* **Offering:** The gifts of the faithful are offered to the benefit of the gods and the community. Choose one skill or tool proficiency and target a number of creatures equal to your proficiency bonus that are within range. When a target makes an ability check using the skill or tool within the next week, it can choose to use this benefit to gain an expertise die on the check. A creature can be targeted by this effect no more than once per week.\n* **Purification:** A creature you touch is washed with your spiritual energy. Choose one disease or possession effect on the target. If the save DC for that effect is equal to or lower than your spell save DC, the effect ends.\n* **Rite of Passage:** You shepherd one or more creatures into the next phase of life, such as in a child dedication, coming of age, marriage, or conversion ceremony. These creatures gain inspiration. A creature can benefit from this effect no more than once per year.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1558,7 +1510,6 @@ "desc": "You fire a bolt of electricity at the primary target that deals 10d8 lightning damage. Electricity arcs to up to 3 additional targets you choose that are within 30 feet of the primary target.", "document": "a5esrd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "An extra arc leaps from the primary target to an additional target for each slot level above 6th.", "target_type": "creature", @@ -1590,7 +1541,6 @@ "desc": "You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.\n\nThe spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.", "document": "a5esrd", "level": 4, - "school_old": "Enchantment", "school": "evocation", "higher_level": "For each slot level above 4th, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", @@ -1622,7 +1572,6 @@ "desc": "You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.\n\nThe spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", @@ -1654,7 +1603,6 @@ "desc": "You reach out with a spectral hand that carries the chill of death. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. The hand remains visibly clutching onto the target for the duration. If the target you hit is undead, it makes attack rolls against you with disadvantage until the end of your next turn.", "document": "a5esrd", "level": 0, - "school_old": "Necromancy", "school": "evocation", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "point", @@ -1688,7 +1636,6 @@ "desc": "A sphere of negative energy sucks life from the area.\n\nCreatures in the area take 9d6 necrotic damage.", "document": "a5esrd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "The damage increases by 2d6 for each slot level above 6th.", "target_type": "area", @@ -1720,7 +1667,6 @@ "desc": "You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.\n\nUntil the spell ends, you can breathe underwater, and you can utilize bardic performances that would normally require breathable air. In addition, you have advantage on saving throws against gases and environments with adverse breathing conditions.", "document": "a5esrd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The duration of this spell increases when you reach 5th level (10 minutes), 11th level (30 minutes), and 17th level (1 hour).", "target_type": "creature", @@ -1752,7 +1698,6 @@ "desc": "An invisible sensor is created within the spell's range. The sensor remains there for the duration, and it cannot be targeted or attacked.\n\nChoose seeing or hearing when you cast the spell.\n\nYou may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor.\n\nA creature able to see invisible things (from the see invisibility spell or truesight, for instance) sees a 4-inch diameter glowing, ethereal orb.", "document": "a5esrd", "level": 3, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1784,7 +1729,6 @@ "desc": "This spell grows a duplicate of the target that remains inert indefinitely as long as its vessel is sealed.\n\nThe clone grows inside the sealed vessel and matures over the course of 120 days. You can choose to have the clone be a younger version of the target.\n\nOnce the clone has matured, when the target dies its soul is transferred to the clone so long as it is free and willing. The clone is identical to the target (except perhaps in age) and has the same personality, memories, and abilities, but it is without the target's equipment. The target's original body cannot be brought back to life by magic since its soul now resides within the cloned body.", "document": "a5esrd", "level": 8, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1816,7 +1760,6 @@ "desc": "You create a sphere of poisonous, sickly green fog, which can spread around corners but not change shape. The area is heavily obscured. A strong wind disperses the fog, ending the spell early.\n\nUntil the spell ends, when a creature enters the area for the first time on its turn or starts its turn there, it takes 5d8 poison damage.\n\nThe fog moves away from you 10 feet at the start of each of your turns, flowing along the ground. The fog is thicker than air, sinks to the lowest level in the land, and can even flow down openings and pits.", "document": "a5esrd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 5th.", "target_type": "area", @@ -1850,7 +1793,6 @@ "desc": "Until the spell ends, you can use an action to spit venom, making a ranged spell attack at a creature or object within 30 feet. On a hit, the venom deals 4d8 poison damage, and if the target is a creature it is poisoned until the end of its next turn.", "document": "a5esrd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -1882,7 +1824,6 @@ "desc": "A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area are blinded, in ascending order according to their hit points.\n\nWhen a target is blinded, subtract its hit points from the total before moving on to the next target.\n\nA target's hit points must be equal to or less than the total remaining for the spell to have any affect.", "document": "a5esrd", "level": 1, - "school_old": "Illusion", "school": "evocation", "higher_level": "Add an additional 2d10 hit points for each slot level above 1st.", "target_type": "point", @@ -1914,7 +1855,6 @@ "desc": "You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.\n\nBelow are example commands, but at the Narrator's discretion you may give any one-word command.\n\n* **Approach/Come/Here:** The target uses its action to take the Dash action and move toward you by the shortest route, ending its turn if it reaches within 5 feet of you.\n* **Bow/Grovel/Kneel:** The target falls prone and ends its turn.\n* **Drop:** The target drops anything it is holding and ends its turn.\n* **Flee/Run:** The target uses its action to Dash and moves away from you as far as it can.\n* **Halt:** The target remains where it is and takes no actions. A flying creature that cannot hover moves the minimum distance needed to remain aloft.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", @@ -1946,7 +1886,6 @@ "desc": "You contact your deity, a divine proxy, or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question, unless the being does not know. When the being does not know, you receive \"unclear\" as an answer. The being does not try to deceive, and the Narrator may offer a short phrase as an answer if necessary.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a no answer increases.\n\nThe Narrator makes the following roll in secret: second casting —25%, third casting —50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1978,7 +1917,6 @@ "desc": "Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land.\n\nWhen cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.\n\nYou learn up to 3 facts of your choice about the surrounding area:\n\n* Terrain and bodies of water\n* Common flora, fauna, minerals, and peoples\n* Any unnatural creatures in the area\n* Weaknesses in planar boundaries\n* Built structures", "document": "a5esrd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -2010,7 +1948,6 @@ "desc": "You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn't uncover secret messages or decode cyphers, and it does not assist in uncovering lies.", "document": "a5esrd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "The bonus increases by +5 for each slot level above 1st.", "target_type": "creature", @@ -2042,7 +1979,6 @@ "desc": "Frigid cold blasts from your hands. Each creature in the area takes 8d8 cold damage. Creatures killed by this spell become frozen statues until they thaw.", "document": "a5esrd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 5th.", "target_type": "creature", @@ -2076,7 +2012,6 @@ "desc": "You assault the minds of your targets, filling them with delusions and making them confused until the spell ends. On a successful saving throw, a target is rattled for 1 round. At the end of each of its turns, a confused target makes a Wisdom saving throw to end the spell's effects on it.", "document": "a5esrd", "level": 4, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The spell's area increases by 5 feet for each slot level above 4th.", "target_type": "area", @@ -2108,7 +2043,6 @@ "desc": "You summon forth the spirit of a beast that takes the physical form of your choosing in unoccupied spaces you can see.\n\nChoose one of the following:\n\n* One beast of CR 2 or less\n* Two beasts of CR 1 or less\n* Three beasts of CR 1/2 or less\n\n Beasts summoned this way are allied to you and your companions. While it is within 60 feet you can use a bonus action to mentally command a summoned beast. When you command multiple beasts using this spell, you must give them all the same command. You may decide the action the beast takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, a conjured beast only defends itself.", "document": "a5esrd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The challenge rating of beasts you can summon increases by one step for each slot level above 3rd. For example, when using a 4th-level spell slot you can summon one beast of CR 3 or less, two beasts of CR 2 or less, or three beasts of CR 1 or less.", "target_type": "area", @@ -2140,7 +2074,6 @@ "desc": "You summon a creature from the realms celestial.\n\nThis creature uses the statistics of a celestial creature (detailed below) with certain traits determined by your choice of its type: an angel of battle, angel of protection, or angel of vengeance.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the celestial creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.", "document": "a5esrd", "level": 7, - "school_old": "Conjuration", "school": "evocation", "higher_level": "For each slot level above 7th the celestial creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", @@ -2172,7 +2105,6 @@ "desc": "You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the elemental creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.", "document": "a5esrd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "For each slot level above 5th the elemental creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", @@ -2204,7 +2136,6 @@ "desc": "You summon a creature from The Dreaming.\n\nThis creature uses the statistics of a fey creature (detailed below) with certain traits determined by your choice of its type: hag, hound, or redcap.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the summoned creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "For each slot level above 6th the fey creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", @@ -2236,7 +2167,6 @@ "desc": "You summon up to 3 creatures from the Elemental Planes. These creatures use the statistics of a minor elemental (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor elemental's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.\n\nThe summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple minor elementals using this spell, you must give them all the same command.\n\nWithout such commands, a minor elemental only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "Use the higher spell slot level wherever the spell's level appears in the stat block.", "target_type": "creature", @@ -2268,7 +2198,6 @@ "desc": "You summon up to 3 creatures from The Dreaming. These creatures use the statistics of a woodland being (detailed below) with certain traits determined by your choice of its type: blink dog, satyr, or sprite. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor woodland being's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.\n\nThe summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple woodland beings using this spell, you must give them all the same command.\n\nWithout such commands, a summoned creature only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "Use the higher spell slot level wherever the spell's level appears in the stat block.", "target_type": "creature", @@ -2300,7 +2229,6 @@ "desc": "You consult an otherworldly entity, risking your very mind in the process. Make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and suffer four levels of strife until you finish a long rest. A _greater restoration_ spell ends this effect.\n\nOn a successful save, you can ask the entity up to 5 questions before the spell ends. When possible the entity responds with one-word answers: yes, no, maybe, never, irrelevant, or unclear. At the Narrator's discretion, it may instead provide a brief but truthful answer when necessary.", "document": "a5esrd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2332,7 +2260,6 @@ "desc": "Your touch inflicts a hideous disease. Make a melee spell attack. On a hit, you afflict the target with a disease chosen from the list below.\n\nThe target must make a Constitution saving throw at the end of each of its turns. After three failed saves, the disease lasts for the duration and the creature stops making saves, or after three successful saves, the creature recovers and the spell ends. A greater restoration spell or similar effect also ends the disease.\n\n* **Blinding Sickness:** The target's eyes turn milky white. It is blinded and has disadvantage on Wisdom checks and saving throws.\n* **Filth Fever:** The target is wracked by fever. It has disadvantage when using Strength for an ability check, attack roll, or saving throw.\n* **Flesh Rot:** The target's flesh rots. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage.\n* **Mindfire:** The target hallucinates. During combat it is confused, and it has disadvantage when using Intelligence for an ability check or saving throw.\n* **Rattling Cough:** The target becomes discombobulated as it hacks with body-wracking coughs. It is rattled and has disadvantage when using Dexterity for an ability check, attack roll, or saving throw.\n* **Slimy Doom:** The target bleeds uncontrollably. It has disadvantage when using Constitution for an ability check or saving throw. Whenever it takes damage, the target is stunned until the end of its next turn.", "document": "a5esrd", "level": 5, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2364,7 +2291,6 @@ "desc": "As part of this spell, cast a spell of 5th-level or lower that has a casting time of 1 action, expending spell slots for both. The second spell must target you, and doesn't target others even if it normally would.\n\nDescribe the circumstances under which the second spell should be cast. It is automatically triggered the first time these circumstances are met. This spell ends when the second spell is triggered, when you cast _contingency_ again, or if the material component for it is not on your person. For example, when you cast _contingency_ with _blur_ as a second spell you might make the trigger be when you see a creature target you with a weapon attack, or you might make it be when you make a weapon attack against a creature, or you could choose for it to be when you see an ally make a weapon attack against a creature.", "document": "a5esrd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2396,7 +2322,6 @@ "desc": "A magical torch-like flame springs forth from the target. The flame creates no heat, doesn't consume oxygen, and can't be extinguished, but it can be covered.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2428,7 +2353,6 @@ "desc": "Water inside the area is yours to command. On the round you cast it, and as an action on subsequent turns until the spell ends, you can choose one of the following effects. When you choose a different effect, the current one ends.\n\n* **Flood:** The standing water level rises by up to 20 feet. The flood water spills onto land if the area includes a shore, but when the area is in a large body of water you instead create a 20-foottall wave. The wave travels across the area and crashes down, carrying Huge or smaller vehicles to the other side, each of which has a 25% chance of capsizing. The wave repeats on the start of your next turn while this effect continues.\n* **Part Water:** You create a 20-foot wide trench spanning the area with walls of water to either side. When this effect ends, the trench slowly refills over the course of the next round.\nRedirect Flow: Flowing water in the area moves in a direction you choose, including up. Once the water moves beyond the spell's area, it resumes its regular flow based on the terrain.\n* **Whirlpool:** If the affected body of water is at least 50 feet square and 25 feet deep, a whirlpool forms within the area in a 50-foot wide cone that is 25 feet long. Creatures and objects that are in the area and within 25 feet of the whirlpool make an Athletics check against your spell save DC or are pulled 10 feet toward it. Once within the whirlpool, checks made to swim out of it have disadvantage. When a creature first enters the whirlpool on a turn or starts its turn there, it makes a Strength saving throw or takes 2d8 bludgeoning damage and is pulled into the center of the whirlpool. On a successful save, the creature takes half damage and isn't pulled.", "document": "a5esrd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -2462,7 +2386,6 @@ "desc": "You must be outdoors to cast this spell, and it ends early if you don't have a clear path to the sky.\n\nUntil the spell ends, you change the weather conditions in the area from what is normal for the current climate and season. Choose to increase or decrease each weather condition (precipitation, temperature, and wind) up or down by one stage on the following tables. Whenever you change the wind, you can also change its direction. The new conditions take effect after 1d4 × 10 minutes, at which point you can change the conditions again. The weather gradually returns to normal when the spell ends.", "document": "a5esrd", "level": 8, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -2494,7 +2417,6 @@ "desc": "A corpse explodes in a poisonous cloud. Each creature in a 10-foot radius of the corpse must make a Constitution saving throw. A creature takes 3d6 thunder damage and is poisoned for 1 minute on a failed save, or it takes half as much damage and is not poisoned on a successful one. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect for itself on a success.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "You target an additional corpse for every 2 slot levels above 1st.", "target_type": "creature", @@ -2528,7 +2450,6 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd-level or lower, its spell fails and has no effect.\n\nIf it is casting a spell of 3rd-level or higher, make an ability check using your spellcasting ability (DC 10 + the spell's level). On a success, the creature's spell fails and has no effect, but the creature can use its reaction to reshape the fraying magic and cast another spell with the same casting time as the original spell.\n\nThis new spell must be cast at a spell slot level equal to or less than half the original spell slot.", "document": "a5esrd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The interrupted spell has no effect if its level is less than the level of the spell slot used to cast this spell, or if both spells use the same level spell slot an opposed spellcasting ability check is made.", "target_type": "creature", @@ -2560,7 +2481,6 @@ "desc": "Your magic turns one serving of food or water into 3 Supply. The food is nourishing but bland, and the water is clean. After 24 hours uneaten food spoils and water affected or created by this spell goes bad.", "document": "a5esrd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "You create an additional 2 Supply for each slot level above 3rd.", "target_type": "object", @@ -2592,7 +2512,6 @@ "desc": "Choose one of the following.\n\n* **Create Water:** You fill the target with up to 10 gallons of nonpotable water or 1 Supply of clean water. Alternatively, the water falls as rain that extinguishes exposed flames in the area.\n* **Destroy Water:** You destroy up to 10 gallons of water in the target. Alternatively, you destroy fog in the area.", "document": "a5esrd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "For each slot level above 1st, you either create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet.", "target_type": "area", @@ -2624,7 +2543,6 @@ "desc": "This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control.\n\nWhile it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.\n\nThe undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 3 undead you have animated with this spell, rather than animating a new one.", "document": "a5esrd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).", "target_type": "area", @@ -2656,7 +2574,6 @@ "desc": "You weave raw magic into a mundane physical object no larger than a 5-foot cube. The object must be of a form and material you have seen before. Using the object as a material component for another spell causes that spell to fail.\n\nThe spell's duration is determined by the object's material. An object composed of multiple materials uses the shortest duration.", "document": "a5esrd", "level": 5, - "school_old": "Illusion", "school": "evocation", "higher_level": "The size of the cube increases by 5 feet for each slot level above 5th.", "target_type": "object", @@ -2688,7 +2605,6 @@ "desc": "Your fist reverberates with destructive energy, and woe betide whatever it strikes. As part of casting the spell, make a melee spell attack against a creature or object within 5 feet. If you hit, the target of your attack takes 7d6 thunder damage, and must make a Constitution saving throw or be knocked prone and stunned until the end of its next turn. This spell's damage is doubled against objects and structures.", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell deals an extra 1d6 of thunder damage for each slot level above 3rd.", "target_type": "creature", @@ -2722,7 +2638,6 @@ "desc": "The target regains hit points equal to 1d8 + your spellcasting ability modifier.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "The hit points regained increase by 1d8 for each slot level above 1st.", "target_type": "point", @@ -2754,7 +2669,6 @@ "desc": "You create up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius.\n\nYou can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell's range.", "document": "a5esrd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2786,7 +2700,6 @@ "desc": "You create an enchanted flame that surrounds your hand and produces no heat, but sheds bright light in a 20-foot radius around you and dim light for an additional 20 feet. Only you and up to 6 creatures of your choice can see this light.", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2818,7 +2731,6 @@ "desc": "Magical darkness heavily obscures darkvision and blocks nonmagical light in the area. The darkness spreads around corners. If any of the area overlaps with magical light created by a spell of 2nd-level or lower, the spell that created the light is dispelled.\n\nWhen cast on an object that is in your possession or unattended, the darkness emanates from it and moves with it. Completely covering the object with something that is not transparent blocks the darkness.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -2850,7 +2762,6 @@ "desc": "The target gains darkvision out to a range of 60 feet.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The range of the target's darkvision increases to 120 feet. In addition, for each slot level above 3rd you may choose an additional target.", "target_type": "creature", @@ -2882,7 +2793,6 @@ "desc": "Magical light fills the area. The area is brightly lit and sheds dim light for an additional 60 feet. If any of the area overlaps with magical darkness created by a spell of 3rd-level or lower, the spell that created the darkness is dispelled.\n\nWhen cast on an object that is in your possession or unattended, the light shines from it and moves with it. Completely covering the object with something that is not transparent blocks the light.", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -2914,7 +2824,6 @@ "desc": "The target object's weight is greatly increased. Any creature holding the object must succeed on a Strength saving throw or drop it. A creature which doesn't drop the object has disadvantage on attack rolls until the start of your next turn as it figures out the object's new balance.\n\nCreatures that attempt to push, drag, or lift the object must succeed on a Strength check against your spell save DC to do so.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2946,7 +2855,6 @@ "desc": "The first time damage would reduce the target to 0 hit points, it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated. The spell ends immediately after either of these conditions occur.", "document": "a5esrd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2978,7 +2886,6 @@ "desc": "A glowing bead of yellow light flies from your finger and lingers at a point at the center of the area until you end the spell—either because your concentration is broken or because you choose to end it—and the bead detonates. Each creature in the area takes 12d6 fire damage. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.\n\nIf touched before the spell ends, the creature touching the bead makes a Dexterity saving throw or the bead detonates. On a successful save, the creature can use an action to throw the bead up to 40 feet, moving the area with it. If the bead strikes a creature or solid object, the bead detonates.\n\nThe fire spreads around corners, and it damages and ignites any flammable unattended objects in the area.", "document": "a5esrd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 7th.", "target_type": "point", @@ -3012,7 +2919,6 @@ "desc": "You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty, 30-foot-cube chamber made of wood or stone. When the spell ends, the door disappears from both sides, trapping any creatures or objects inside the demiplane.\n\nEach time you cast this spell, you can either create a new demiplane, conjure the door to a demiplane you have previously created, or make a door leading to a demiplane whose nature or contents you are familiar with.", "document": "a5esrd", "level": 8, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3044,7 +2950,6 @@ "desc": "You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature's presence, as well as where the creature is located.\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "object", @@ -3076,7 +2981,6 @@ "desc": "Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "When using a 2nd-level spell slot or higher, the spell no longer requires your concentration. When using a 3rd-level spell slot or higher, the duration increases to 1 hour. When using a 4th-level spell slot or higher, the duration increases to 8 hours.", "target_type": "creature", @@ -3108,7 +3012,6 @@ "desc": "On the round you cast it, and as an action on subsequent turns until the spell ends, you can attempt to sense the presence of poisons, poisonous creatures, and disease by making a Perception check. On a success you identify the type of each poison or disease within range. Typically noticing and identifying a poison or disease is a DC 10 check, but the Narrator may use DC 15 for uncommon afflictions, DC 20 for rare afflictions, or DC 25 for afflictions that are truly unique. On a failed check, this casting of the spell cannot sense that specific poison or disease.\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3140,7 +3043,6 @@ "desc": "On the round you cast it, and as an action on subsequent turns until the spell ends, you can probe a creature's mind to read its thoughts by focusing on one creature you can see within range. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don't speak any languages are unaffected. On a failed save, you learn the creature's surface thoughts —what is most on its mind in that moment. On a successful save, you fail to read the creature's thoughts and can't attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature's thoughts and what it is thinking about may change based on questions verbally directed at it.\n\nOnce you have read a creature's surface thoughts, you can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, you fail to read the creature's deeper thoughts and the spell ends. On a failure, you gain insight into the creature's motivations, emotional state, and something that looms large in its mind.\n\nThe creature then becomes aware you are probing its mind and can use an action to make an Intelligence check contested by your Intelligence check, ending the spell if it succeeds.\n\nAdditionally, you can use an action to scan for thinking creatures within range that you can't see.\n\nOnce you detect the presence of a thinking creature, so long as it remains within range you can attempt to read its thoughts as described above (even if you can't see it).\n\nThe spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "When using a 5th-level spell slot, increase the spell's range to 1 mile. When using a 7th-level spell slot, increase the range to 10 miles.\n\nWhen using a 9th-level spell slot, increase the range to 1, 000 miles.", "target_type": "creature", @@ -3172,7 +3074,6 @@ "desc": "You teleport to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.\n\nYou can bring along objects if their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn't carrying gear beyond its carrying capacity and is within 5 feet.\n\nIf you would arrive in an occupied space the spell fails, and you and any creature with you each take 4d6 force damage.", "document": "a5esrd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -3204,7 +3105,6 @@ "desc": "Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot disguise yourself as a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to appear as a quadruped.\n\nThe disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.", "document": "a5esrd", "level": 1, - "school_old": "Illusion", "school": "evocation", "higher_level": "When using a 3rd-level spell slot or higher, this spell functions identically to the seeming spell, except the spell's duration is 10 minutes.", "target_type": "creature", @@ -3236,7 +3136,6 @@ "desc": "A pale ray emanates from your pointed finger to the target as you attempt to undo it.\n\nThe target takes 10d6 + 40 force damage. A creature reduced to 0 hit points is obliterated, leaving behind nothing but fine dust, along with anything it was wearing or carrying (except magic items). Only true resurrection or a wish spell can restore it to life.\n\nThis spell automatically disintegrates nonmagical objects and creations of magical force that are Large-sized or smaller. Larger objects and creations of magical force have a 10-foot-cube portion disintegrated instead. Magic items are unaffected.", "document": "a5esrd", "level": 6, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The damage increases by 3d6 for each slot level above 6th.", "target_type": "creature", @@ -3270,7 +3169,6 @@ "desc": "A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.\n\nUntil the spell ends, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\n\nYou can end the spell early by using an action to do either of the following.\n\n* **Mental Resistance:** Choose up to 3 friendly creatures within 60 feet. Each of those creatures that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead may make an immediate saving throw with advantage against the condition or possession, ending it on a success.\n* **Retribution:** Make a melee spell attack against a celestial, elemental, fey, fiend, or undead within reach. On a hit, the creature takes 7d8 radiant or necrotic damage (your choice) and is stunned until the beginning of your next turn.", "document": "a5esrd", "level": 5, - "school_old": "Abjuration", "school": "evocation", "higher_level": "Mental Resistance targets one additional creature for each slot level above 5th, and Retribution's damage increases by 1d8 for each slot level above 5th.", "target_type": "creature", @@ -3305,7 +3203,6 @@ "desc": "You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher, make an ability check with a DC equal to 10 + the spell's level for each one, ending the effect on a success.", "document": "a5esrd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "You automatically end the effects of a spell on the target if the level of the spell slot used to cast it is equal to or less than the level of the spell slot used to cast dispel magic.", "target_type": "point", @@ -3337,7 +3234,6 @@ "desc": "Your offering and magic put you in contact with the higher power you serve or its representatives.\n\nYou ask a single question about something that will (or could) happen in the next 7 days. The Narrator offers a truthful reply, which may be cryptic or even nonverbal as appropriate to the being in question.\n\nThe reply does not account for possible circumstances that could change the outcome, such as making additional precautions.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 4, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3369,7 +3265,6 @@ "desc": "You imbue divine power into your strikes. Until the spell ends, you deal an extra 1d4 radiant damage with your weapon attacks.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3401,7 +3296,6 @@ "desc": "You utter a primordial imprecation that brings woe upon your enemies. A target suffers an effect based on its current hit points.\n\n* Fewer than 50 hit points: deafened for 1 minute.\n* Fewer than 40 hit points: blinded and deafened for 10 minutes.\n* Fewer than 30 hit points: stunned, blinded, and deafened for 1 hour.\n* Fewer than 20 hit points: instantly killed outright.\n\nAdditionally, when a celestial, elemental, fey, or fiend is affected by this spell it is immediately forced back to its home plane and for 24 hours it is unable to return to your current plane by any means less powerful than a wish spell. Such a creature does not suffer this effect if it is already on its plane of origin.", "document": "a5esrd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3433,7 +3327,6 @@ "desc": "You assert control over the target beast's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 4, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The spell's duration is extended: 5th-level—Concentration (10 minutes), 6th-level—Concentration (1 hour), 7th-level—Concentration (8 hours).", "target_type": "creature", @@ -3465,7 +3358,6 @@ "desc": "You assert control over the target creature's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 8, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The duration is Concentration (8 hours)", "target_type": "creature", @@ -3497,7 +3389,6 @@ "desc": "You assert control over the target humanoid's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 5, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The spell's duration is extended: 6th-level—Concentration (10 minutes), 7th-level —Concentration (1 hour), 8th-level —Concentration (8 hours).", "target_type": "creature", @@ -3529,7 +3420,6 @@ "desc": "You frighten the target by echoing its movements with ominous music and terrifying sound effects. It takes 1d4 psychic damage and becomes frightened of you until the spell ends.\n\nAt the end of each of the creature's turns, it can make another Wisdom saving throw, ending the effect on itself on a success. On a failed save, the creature takes 1d4 psychic damage.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The damage increases by 1d4 for each slot level above 1st.", "target_type": "creature", @@ -3563,7 +3453,6 @@ "desc": "Until the spell ends, you manipulate the dreams of another creature. You designate a messenger, which may be you or a willing creature you touch, to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.\n\nIf the target is sleeping the messenger appears in its dreams and can converse with the target as long as it remains asleep and the spell remains active. The messenger can also manipulate the dream, creating objects, landscapes, and various other sensory sensations. The messenger can choose to end the trance at any time, ending the spell. The target remembers the dream in perfect detail when it wakes. The messenger knows if the target is awake when you cast the spell and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the spell works as described.\n\nYou can choose to let the messenger terrorize the target. The messenger can deliver a message of 10 words or fewer and the target must make a Wisdom saving throw. If you have a portion of the target's body (some hair or a drop of blood) it has disadvantage on its saving throw. On a failed save, echoes of the messenger's fearful aspect create a nightmare that lasts the duration of the target's sleep and prevents it from gaining any benefit from the rest. In addition, upon waking the target suffers a level of fatigue or strife (your choice), up to a maximum of 3 in either condition.\n\nCreatures that don't sleep or don't dream (such as elves) cannot be contacted by this spell.", "document": "a5esrd", "level": 5, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3595,7 +3484,6 @@ "desc": "You call upon your mastery of nature to produce one of the following effects within range:\n\n* You create a minor, harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example, the effect might create a miniature thunderhead if storms are predicted.\n* You instantly make a plant feature develop, but never to produce Supply. For example, you can cause a flower to bloom or a seed pod to open.\n* You create an instantaneous, harmless sensory effect such as the sound of running water, birdsong, or the smell of mulch. The effect must fit in a 5-foot cube.\n* You instantly ignite or extinguish a candle, torch, smoking pipe, or small campfire.", "document": "a5esrd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -3627,7 +3515,6 @@ "desc": "Choose an unoccupied space between you and the source of the attack which triggers the spell. You call forth a pillar of earth or stone (3 feet diameter, 20 feet tall, AC 10, 20 hit points) in that space that provides you with three-quarters cover (+5 to AC, Dexterity saving throws, and ability checks made to hide).", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -3659,7 +3546,6 @@ "desc": "You create a seismic disturbance in the spell's area. Until the spell ends, an intense tremor rips through the ground and shakes anything in contact with it.\n\nThe ground in the spell's area becomes difficult terrain as it warps and cracks.\n\nWhen you cast this spell and at the end of each turn you spend concentrating on it, each creature in contact with the ground in the spell's area must make a Dexterity saving throw or be knocked prone.\n\nAdditionally, any creature that is concentrating on a spell while in contact with the ground in the spell's area must make a Constitution saving throw or lose concentration.\n\nAt the Narrator's discretion, this spell may have additional effects depending on the terrain in the area.\n\n* **Fissures:** Fissures open within the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations you choose. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens makes a Dexterity saving throw or falls in. On a successful save, a creature moves with the fissure's edge as it opens.\n* A structure automatically collapses if a fissure opens beneath it (see below).\n* **Structures:** A structure in contact with the ground in the spell's area takes 50 bludgeoning damage when you cast the spell and again at the start of each of your turns while the spell is active. A structure reduced to 0 hit points this way collapses.\n* Creatures within half the distance of a collapsing structure's height make a Dexterity saving throw or take 5d6 bludgeoning damage, are knocked prone, and are buried in the rubble, requiring a DC 20 Acrobatics or Athletics check as an action to escape. A creature inside (instead of near) a collapsing structure has disadvantage on its saving throw. The Narrator can adjust the DC higher or lower depending on the composition of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", "document": "a5esrd", "level": 8, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -3693,7 +3579,6 @@ "desc": "A black, nonreflective, incorporeal 10-foot cube appears in an unoccupied space that you can see. Its space can be in midair if you so desire. When a creature starts its turn in the cube or enters the cube for the first time on its turn it must make an Intelligence saving throw, taking 5d6 psychic damage on a failed save, or half damage on a success.\n\nAs a bonus action, you can move the cube up to 10 feet in any direction to a space you can see. The cube cannot be made to pass through other creatures in this way.", "document": "a5esrd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3725,7 +3610,6 @@ "desc": "You bestow a magical enhancement on the target. Choose one of the following effects for the target to receive until the spell ends.\n\n* **Bear's Endurance:** The target has advantage on Constitution checks and it gains 2d6 temporary hit points (lost when the spell ends).\n* **Bull's Strength:** The target has advantage on Strength checks and doubles its carrying capacity.\n* **Cat's Grace:** The target has advantage on Dexterity checks and it reduces any falling damage it takes by 10 unless it is incapacitated.\n* **Eagle's Splendor:** The target has advantage on Charisma checks and is instantly cleaned (as if it had just bathed and put on fresh clothing).\n* **Fox's Cunning:** The target has advantage on Intelligence checks and on checks using gaming sets.\n* **Owl's Wisdom:** The target has advantage on Wisdom checks and it gains darkvision to a range of 30 feet (or extends its existing darkvision by 30 feet).", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "You target one additional creature for each slot level above 2nd.", "target_type": "point", @@ -3757,7 +3641,6 @@ "desc": "You cause the target to grow or shrink. An unwilling target may attempt a saving throw to resist the spell.\n\nIf the target is a creature, all items worn or carried by it also change size with it, but an item dropped by the target immediately returns to normal size.\n\n* **Enlarge:** Until the spell ends, the target's size increases by one size category. Its size doubles in all dimensions and its weight increases eightfold. The target also has advantage on Strength checks and Strength saving throws. Its weapons also enlarge, dealing an extra 1d4 damage.\n* **Reduce:** Until the spell ends, the target's size decreases one size category. Its size is halved in all dimensions and its weight decreases to one-eighth of its normal value. The target has disadvantage on Strength checks and Strength saving throws and its weapons shrink, dealing 1d4 less damage (its attacks deal a minimum of 1 damage).", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When using a spell slot of 4th-level, you can cause the target and its gear to increase by two size categories—from Medium to Huge, for example. Until the spell ends, the target's size is quadrupled in all dimensions, multiplying its weight twentyfold. The target has advantage on Strength checks and Strength saving throws. Its weapons also enlarge, dealing an extra 2d4 damage.", "target_type": "creature", @@ -3789,7 +3672,6 @@ "desc": "You animate and enrage a target building that lashes out at its inhabitants and surroundings. As a bonus action you may command the target to open, close, lock, or unlock any nonmagical doors or windows, or to thrash about and attempt to crush its inhabitants. While the target is thrashing, any creature inside or within 30 feet of it must make a Dexterity saving throw, taking 2d10+5 bludgeoning damage on a failed save or half as much on a successful one. When the spell ends, the target returns to its previous state, magically repairing any damage it sustained during the spell's duration.", "document": "a5esrd", "level": 7, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3821,7 +3703,6 @@ "desc": "Constraining plants erupt from the ground in the spell's area, wrapping vines and tendrils around creatures. Until the spell ends, the area is difficult terrain.\n\nA creature in the area when you cast the spell makes a Strength saving throw or it becomes restrained as the plants wrap around it. A creature restrained in this way can use its action to make a Strength check against your spell save DC, freeing itself on a success.\n\nWhen the spell ends, the plants wither away.", "document": "a5esrd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -3853,7 +3734,6 @@ "desc": "You weave a compelling stream of words that captivates your targets. Any target that can't be charmed automatically succeeds on its saving throw, and targets fighting you or creatures friendly to you have advantage on the saving throw.\n\nUntil the spell ends or a target can no longer hear you, it has disadvantage on Perception checks made to perceive any creature other than you. The spell ends if you are incapacitated or can no longer speak.", "document": "a5esrd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3885,7 +3765,6 @@ "desc": "Until the spell ends or you use an action to end it, you step into the border regions of the Ethereal Plane where it overlaps with your current plane. While on the Ethereal Plane, you can move in any direction, but vertical movement is considered difficult terrain. You can see and hear the plane you originated from, but everything looks desaturated and you can see no further than 60 feet.\n\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures not on the Ethereal Plane can't perceive you unless some special ability or magic explicitly allows them to.\n\nWhen the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you are moved.\n\nThe spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as an Outer Plane.", "document": "a5esrd", "level": 7, - "school_old": "Transmutation", "school": "evocation", "higher_level": "You can target up to 3 willing creatures within 10 feet (including you) for each slot level above 7th.", "target_type": "creature", @@ -3917,7 +3796,6 @@ "desc": "Until the spell ends, you're able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action.", "document": "a5esrd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "Your Speed increases by 10 feet for each slot level above 1st.", "target_type": "creature", @@ -3949,7 +3827,6 @@ "desc": "Your eyes become an inky void imbued with fell power. One creature of your choice within 60 feet of you that you can see and that can see you must succeed on a Wisdom saving throw or be afflicted by one of the following effects for the duration. Until the spell ends, on each of your turns you can use an action to target a creature that has not already succeeded on a saving throw against this casting of _eyebite_.\n\n* **Asleep:** The target falls unconscious, waking if it takes any damage or another creature uses an action to rouse it.\n* **Panicked:** The target is frightened of you. On each of its turns, the frightened creature uses its action to take the Dash action and move away from you by the safest and shortest available route unless there is nowhere for it to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\n* **Sickened:** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw, ending this effect on a successful save.", "document": "a5esrd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3981,7 +3858,6 @@ "desc": "You convert raw materials into finished items of the same material. For example, you can fabricate a pitcher from a lump of clay, a bridge from a pile of lumber or group of trees, or rope from a patch of hemp.\n\nWhen you cast the spell, select raw materials you can see within range. From them, the spell fabricates a Large or smaller object (contained within a single 10-foot cube or up to eight connected 5-foot cubes) given a sufficient quantity of raw material. When fabricating with metal, stone, or another mineral substance, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of any objects made with the spell is equivalent to the quality of the raw materials.\n\nCreatures or magic items can't be created or used as materials with this spell. It also may not be used to create items that require highly-specialized craftsmanship such as armor, weapons, clockworks, glass, or jewelry unless you have proficiency with the type of artisan's tools needed to craft such objects.", "document": "a5esrd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -4013,7 +3889,6 @@ "desc": "Each object in a 20-foot cube within range is outlined in light (your choice of color). Any creature in the area when the spell is cast is also outlined unless it makes a Dexterity saving throw. Until the spell ends, affected objects and creatures shed dim light in a 10-foot radius.\n\nAny attack roll against an affected object or creature has advantage. The spell also negates the benefits of invisibility on affected creatures and objects.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -4045,7 +3920,6 @@ "desc": "You conjure a phantasmal watchdog. Until the spell ends, the hound remains in the area unless you spend an action to dismiss it or you move more than 100 feet away from it.\n\nThe hound is invisible except to you and can't be harmed. When a Small or larger creature enters the area without speaking a password you specify when casting the spell, the hound starts barking loudly. The hound sees invisible creatures, can see into the Ethereal Plane, and is immune to illusions.\n\nAt the start of each of your turns, the hound makes a bite attack against a hostile creature of your choice that is within the area, using your spell attack bonus and dealing 4d8 piercing damage on a hit.", "document": "a5esrd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -4077,7 +3951,6 @@ "desc": "You are bolstered with fell energies resembling life, gaining 1d4+4 temporary hit points that last until the spell ends.", "document": "a5esrd", "level": 1, - "school_old": "Necromancy", "school": "evocation", "higher_level": "Gain an additional 5 temporary hit points for each slot level above 1st.", "target_type": "point", @@ -4109,7 +3982,6 @@ "desc": "You project a phantasmal image into the minds of each creature in the area showing them what they fear most. On a failed save, a creature becomes frightened until the spell ends and must drop whatever it is holding.\n\nOn each of its turns, a creature frightened by this spell uses its action to take the Dash action and move away from you by the safest available route. If there is nowhere it can move, it remains stationary. When the creature ends its turn in a location where it doesn't have line of sight to you, the creature can repeat the saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 3, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4141,7 +4013,6 @@ "desc": "Magic slows the descent of each target. Until the spell ends, a target's rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target.", "document": "a5esrd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When using a 2nd-level spell slot, targets can move horizontally 1 foot for every 1 foot they descend, effectively gliding through the air until they land or the spell ends.", "target_type": "creature", @@ -4173,7 +4044,6 @@ "desc": "You blast the target's mind, attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage.\n\nOn a failed save, until the spell ends the creature's Intelligence and Charisma scores are both reduced to 1\\. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way, but it is still able to recognize, follow, and even protect its allies.\n\nAt the end of every 30 days, the creature can repeat its saving throw against this spell, ending it on a success.\n\n_Greater restoration_, _heal_, or _wish_ can also be used to end the spell.", "document": "a5esrd", "level": 8, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4207,7 +4077,6 @@ "desc": "Your familiar, a spirit that takes the form of any CR 0 beast of Small or Tiny size, appears in an unoccupied space within range. It has the statistics of the chosen form, but is your choice of a celestial, fey, or fiend (instead of a beast).\n\nYour familiar is an independent creature that rolls its own initiative and acts on its own turn in combat (but cannot take the Attack action). However, it is loyal to you and always obeys your commands.\n\nWhen the familiar drops to 0 hit points, it vanishes without a trace. Casting the spell again causes it to reappear.\n\nYou are able to communicate telepathically with your familiar when it is within 100 feet. As long as it is within this range, you can use an action to see through your familiar's eyes and hear through its ears until the beginning of your next turn, gaining the benefit of any special senses it has. During this time, you are blind and deaf to your body's surroundings.\n\nYou can use an action to either permanently dismiss your familiar or temporarily dismiss it to a pocket dimension where it awaits your summons. While it is temporarily dismissed, you can use an action to call it back, causing it to appear in any unoccupied space within 30 feet of you.\n\nYou can't have more than one familiar at a time, but if you cast this spell while you already have a familiar, you can cause it to adopt a different form.\n\nFinally, when you cast a spell with a range of Touch and your familiar is within 100 feet of you, it can deliver the spell as if it was the spellcaster. Your familiar must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, use your attack bonus for the spell.", "document": "a5esrd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4239,7 +4108,6 @@ "desc": "You summon a spirit that takes the form of a loyal mount, creating a lasting bond with it. You decide on the steed's appearance, and choose whether it uses the statistics of an elk, giant lizard, panther, warhorse, or wolf (the Narrator may offer additional options.) Its statistics change in the following ways:\n\n* Its type is your choice of celestial, fey, or fiend.\n* Its size is your choice of Medium or Large.\n* Its Intelligence is 6.\n* You can communicate with it telepathically while it's within 1 mile.\n* It understands one language that you speak.\n\nWhile mounted on your steed, when you cast a spell that targets only yourself, you may also target the steed.\n\nWhen you use an action to dismiss the steed, or when it drops to 0 hit points, it temporarily disappears. Casting this spell again resummons the steed, fully healed and with all conditions removed. You can't summon a different steed unless you spend an action to release your current steed from its bond, permanently dismissing it.", "document": "a5esrd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The steed has an additional 20 hit points for each slot level above 2nd. When using a 4th-level spell slot or higher, you may grant the steed either a swim speed or fly speed equal to its base Speed.", "target_type": "point", @@ -4271,7 +4139,6 @@ "desc": "Name a specific, immovable location that you have visited before. If no such location is within range, the spell fails. For the duration, you know the location's direction and distance. While you are traveling there, you have advantage on ability checks made to determine the shortest path.", "document": "a5esrd", "level": 6, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "point", @@ -4303,7 +4170,6 @@ "desc": "This spell reveals whether there is at least one trap within range and within line of sight. You don't learn the number, location, or kind of traps detected. For the purpose of this spell, a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger, such as a pit trap, symbol spell, or alarm bell on a door, but not a natural hazard.", "document": "a5esrd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -4335,7 +4201,6 @@ "desc": "Negative energy wracks the target and deals 7d8 + 30 necrotic damage. A humanoid killed by this spell turns into a zombie at the start of your next turn. It is permanently under your control and follows your spoken commands.", "document": "a5esrd", "level": 7, - "school_old": "Necromancy", "school": "evocation", "higher_level": "The damage increases by 2d8 for each slot level above 7th.", "target_type": "creature", @@ -4367,7 +4232,6 @@ "desc": "You cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited.", "document": "a5esrd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "target_type": "object", @@ -4399,7 +4263,6 @@ "desc": "Until the spell ends, flames envelop your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to end the spell early. Choose one of the following options:\n\n* **Chill Shield:** You have resistance to fire damage. A creature within 5 feet of you takes 2d8 cold damage when it hits you with a melee attack.\n* **Warm Shield:** You have resistance to cold damage. A creature within 5 feet of you takes 2d8 fire damage when it hits you with a melee attack.", "document": "a5esrd", "level": 4, - "school_old": "Evocation", "school": "evocation", "higher_level": "The duration increases to 1 hour when using a 6th-level spell slot, or 8 hours when using an 8th-level spell slot.", "target_type": "creature", @@ -4433,7 +4296,6 @@ "desc": "Flames roar, dealing 7d10 fire damage to creatures and objects in the area and igniting unattended flammable objects. If you choose, plant life in the area is unaffected. This spell's area consists of a contiguous group of ten 10-foot cubes in an arrangement you choose, with each cube adjacent to at least one other cube.", "document": "a5esrd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 7th.", "target_type": "creature", @@ -4465,7 +4327,6 @@ "desc": "A fiery mote streaks to a point within range and explodes in a burst of flame. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage.", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", @@ -4499,7 +4360,6 @@ "desc": "A scimitar-shaped blade of fire appears in your hand, lasting for the duration. It disappears if you drop it, but you can use a bonus action to recall it. The blade casts bright light in a 10-foot radius and dim light for another 10 feet. You can use an action to make a melee spell attack with the blade that deals 3d6 fire damage.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d6 for every two slot levels above 2nd.", "target_type": "creature", @@ -4531,7 +4391,6 @@ "desc": "A column of divine flame deals 4d6 fire damage and 4d6 radiant damage to creatures in the area.", "document": "a5esrd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "Increase either the fire damage or the radiant damage by 1d6 for each slot level above 5th.", "target_type": "creature", @@ -4563,7 +4422,6 @@ "desc": "A 5-foot-diameter sphere of fire appears within range, lasting for the duration. It casts bright light in a 20-foot radius and dim light for another 20 feet, and ignites unattended flammable objects it touches.\n\nYou can use a bonus action to move the sphere up to 30 feet. It can jump over pits 10 feet wide or obstacles 5 feet tall. If you move the sphere into a creature, the sphere ends its movement for that turn and the creature makes a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. A creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw against the sphere's damage.", "document": "a5esrd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 2nd.", "target_type": "object", @@ -4595,7 +4453,6 @@ "desc": "The target becomes restrained as it begins to turn to stone. On a successful saving throw, the target is instead slowed until the end of its next turn and the spell ends.\n\nA creature restrained by this spell makes a second saving throw at the end of its turn. On a success, the spell ends. On a failure, the target is petrified for the duration. If you maintain concentration for the maximum duration of the spell, this petrification is permanent.\n\nAny pieces removed from a petrified creature are missing when the petrification ends.", "document": "a5esrd", "level": 6, - "school_old": "Transmutation", "school": "evocation", "higher_level": "Target one additional creature when you cast this spell with an 8th-level spell slot.", "target_type": "creature", @@ -4627,7 +4484,6 @@ "desc": "You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell's duration, the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.", "document": "a5esrd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "Target one additional creature for each slot level above 2nd.", "target_type": "creature", @@ -4659,7 +4515,6 @@ "desc": "A metallic disc made of force, 3 feet in diameter and hovering 3 feet off the ground, appears within range. It can support up to 500 pounds. If it is overloaded, or if you move more than 100 feet away from it, the spell ends. You can end the spell as an action. While it is not carrying anything, you can use a bonus action to teleport the disk to an unoccupied space within range.\n\nWhile you are within 20 feet of the disk, it is immobile. If you move more than 20 feet away, it tries to follow you, remaining 20 feet away. It can traverse stairs, slopes, and obstacles up to 3 feet high.\n\nAdditionally, you can ride the disc, spending your movement on your turn to move the disc up to 30 feet (following the movement rules above).\n\nMoving the disk in this way is just as tiring as walking for the same amount of time.", "document": "a5esrd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you use a 3rd-level spell slot, either the spell's duration increases to 8 hours or the disk's diameter is 10 feet, it can support up to 2, 000 pounds, and it can traverse obstacles up to 10 feet high. When you use a 6th-level spell slot, the disk's diameter is 20 feet, it can support up to 16, 000 pounds, and it can traverse obstacles up to 20 feet high.", "target_type": "point", @@ -4691,7 +4546,6 @@ "desc": "The target gains a flying speed of 60 feet. When the spell ends, the target falls if it is off the ground.", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "Target one additional creature for each slot level above 3rd.", "target_type": "creature", @@ -4723,7 +4577,6 @@ "desc": "You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour).", "document": "a5esrd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The spell's radius increases by 20 feet for each slot level above 1st.", "target_type": "area", @@ -4755,7 +4608,6 @@ "desc": "You protect the target area against magical travel. Creatures can't teleport into the area, use a magical portal to enter it, or travel into it from another plane of existence, such as the Astral or Ethereal Plane. The spell's area can't overlap with another _forbiddance_ spell.\n\nThe spell damages specific types of trespassing creatures. Choose one or more of celestials, elementals, fey, fiends, and undead. When a chosen creature first enters the area on a turn or starts its turn there, it takes 5d10 radiant or necrotic damage (your choice when you cast the spell). You may designate a password. A creature speaking this password as it enters takes no damage from the spell.\n\nAfter casting this spell on the same area for 30 consecutive days it becomes permanent until dispelled. This final casting to make the spell permanent consumes its material components.", "document": "a5esrd", "level": 6, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -4790,7 +4642,6 @@ "desc": "Your iron resolve allows you to withstand an attack. The damage you take from the triggering attack is reduced by 2d10 + your spellcasting ability modifier.", "document": "a5esrd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The damage is reduced by an additional 1d10 for each slot level above 2nd.", "target_type": "creature", @@ -4822,7 +4673,6 @@ "desc": "Make a melee spell attack. On a hit, the target takes 3d8 force damage.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", @@ -4856,7 +4706,6 @@ "desc": "An opaque cube of banded force surrounds the area, preventing any matter or spells from passing through it, though creatures can breathe inside it. Creatures that make a Dexterity saving throw and creatures that are only partially inside the area are pushed out of the area. Any other creature is trapped and can't leave by nonmagical means. The cage also traps creatures on the Ethereal Plane, and can only be destroyed by being dealt at least 25 force damage at once or by a _dispel magic_ spell cast using an 8th-level or higher spell slot.\n\nIf a trapped creature tries to teleport or travel to another plane, it makes a Charisma saving throw. On a failure, the attempt fails and the spell or effect is wasted.", "document": "a5esrd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell's area increases to a 20-foot cube when using a 9th-level spell slot.", "target_type": "area", @@ -4888,7 +4737,6 @@ "desc": "You impart the ability to see flashes of the immediate future. The target can't be surprised and has advantage on ability checks, attack rolls, and saving throws. Other creatures have disadvantage on attack rolls against the target.", "document": "a5esrd", "level": 9, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4920,7 +4768,6 @@ "desc": "While casting and concentrating on this spell, you enter a deep trance and awaken an army of trees and plants within range. These plants rise up under your control as a grove swarm and act on your initiative. Although you are in a trance and deaf and blind with regard to your own senses, you see and hear through your grove swarm's senses. You can command your grove swarm telepathically, ordering it to advance, attack, or retreat. If the grove swarm enters your space, you can order it to carry you.\n\nIf you take any action other than continuing to concentrate on this spell, the spell ends and the trees and plants set down roots wherever they are currently located.", "document": "a5esrd", "level": 9, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -4952,7 +4799,6 @@ "desc": "The target ignores difficult terrain. Spells and magical effects can't reduce its speed or cause it to be paralyzed or restrained. It can spend 5 feet of movement to escape from nonmagical restraints or grapples. The target's movement and attacks aren't penalized from being underwater.", "document": "a5esrd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When using a 6th-level spell slot the duration is 8 hours. When using an 8th-level spell slot the duration is 24 hours.", "target_type": "creature", @@ -4984,7 +4830,6 @@ "desc": "A freezing globe streaks to a point within range and explodes, dealing 10d6 cold damage to creatures in the area. Liquid in the area is frozen to a depth of 6 inches for 1 minute. Any creature caught in the ice can use an action to make a Strength check against your spell save DC to escape.\n\nInstead of firing the globe, you can hold it in your hand. If you handle it carefully, it won't explode until a minute after you cast the spell. At any time, you or another creature can strike the globe, throw it up to 60 feet, or use it as a slingstone, causing it to explode on impact.", "document": "a5esrd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 6th.", "target_type": "point", @@ -5016,7 +4861,6 @@ "desc": "Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.", "document": "a5esrd", "level": 0, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "point", @@ -5048,7 +4892,6 @@ "desc": "The target, along with anything it's wearing and carrying, becomes a hovering, wispy cloud. In this form, it can't attack, use or drop objects, talk, or cast spells.\n\nAs a cloud, the target's base Speed is 0 and it gains a flying speed of 10 feet. It can enter another creature's space, and can pass through small holes and cracks, but not through liquid. It is resistant to nonmagical damage, has advantage on Strength, Dexterity, and Constitution saving throws, and can't fall.\n\nThe spell ends if the creature drops to 0 hit points.", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The target's fly speed increases by 10 feet for each slot level above 3rd.", "target_type": "object", @@ -5080,7 +4923,6 @@ "desc": "You create a magic portal, a door between a space you can see and a specific place on another plane of existence. Each portal is a one-sided circular opening from 5 to 25 feet in diameter. Entering either portal transports you to the portal on the other plane. Deities and other planar rulers can prevent portals from opening in their domains.\n\nWhen you cast this spell, you can speak the true name of a specific creature (not its nickname or title). If that creature is on another plane, the portal opens next to it and draws it through to your side of the portal. This spell gives you no power over the creature, and it might choose to attack you, leave, or listen to you.", "document": "a5esrd", "level": 9, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5112,7 +4954,6 @@ "desc": "You give a command to a target which can understand you. It becomes charmed by you.\n\nWhile charmed in this way, it takes 5d10 psychic damage the first time each day that it disobeys your command. Your command can be any course of action or inaction that wouldn't result in the target's death. The spell ends if the command is suicidal or you use an action to dismiss the spell. Alternatively, a _remove curse_, _greater restoration_, or _wish_ spell cast on the target using a spell slot at least as high as the slot used to cast this spell also ends it.", "document": "a5esrd", "level": 5, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The spell's duration is 1 year when using a 7th-level spell slot, or permanent until dispelled when using a 9th-level spell slot.", "target_type": "creature", @@ -5146,7 +4987,6 @@ "desc": "The target can't become undead and doesn't decay. Days spent under the influence of this spell don't count towards the time limit of spells which raise the dead.", "document": "a5esrd", "level": 2, - "school_old": "Necromancy", "school": "evocation", "higher_level": "The spell's duration is 1 year when using a 3rd-level spell slot, or permanent until dispelled when using a 4th-level spell slot.", "target_type": "creature", @@ -5178,7 +5018,6 @@ "desc": "You transform insects and other vermin into monstrous versions of themselves. Until the spell ends, up to 3 spiders become giant spiders, 2 ants become giant ants, 2 crickets or mantises become ankhegs, a centipede becomes a giant centipede, or a scorpion becomes a giant scorpion. The spell ends for a creature when it dies or when you use an action to end the effect on it.\n\nWhile it is within 60 feet you can use a bonus action to mentally command the insects. When you command multiple insects using this spell, you may simultaneously give them all the same command.", "document": "a5esrd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The spell's duration is 1 hour when using a 5th-level spell slot, or 8 hours when using a 6th-level spell slot.", "target_type": "creature", @@ -5210,7 +5049,6 @@ "desc": "When you make a Charisma check, you can replace the number you rolled with 15\\. Also, magic that prevents lying has no effect on you, and magic cannot determine that you are lying.", "document": "a5esrd", "level": 8, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5242,7 +5080,6 @@ "desc": "An immobile, glimmering sphere forms around you. Any spell of 5th-level or lower cast from outside the sphere can't affect anything inside the sphere, even if it's cast with a higher level spell slot. Targeting something inside the sphere or including the globe's space in an area has no effect on anything inside.", "document": "a5esrd", "level": 6, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The barrier blocks spells of one spell slot level higher for each slot level above 6th.", "target_type": "area", @@ -5274,7 +5111,6 @@ "desc": "You trace a glyph on the target. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.\n\nDescribe the actions a creature must perform to trigger the spell, such as approaching within a certain distance, opening or touching the object the glyph is inscribed on, or seeing or reading the glyph. The creature must have a clear path to the glyph to trigger it. You can specify certain creatures which don't trigger the spell, such as those with a certain appearance or those who speak a certain phrase. Once the glyph is triggered, the spell ends.\n\nWhen you cast the spell, choose Explosive Runes or Spell Glyph.\n\n* **Explosive Runes:** When triggered, the glyph explodes. Creatures in a 20-foot radius sphere make a Dexterity saving throw or take 5d8 acid, cold, fire, lightning, or thunder damage (your choice when you cast the spell), or half damage on a successful save. The explosion spreads around corners.\n* **Spell Glyph:** You store a spell of 3rd-level or lower as part of creating the glyph, expending its spell slot. The stored spell must target a single creature or area with a non-beneficial effect and it is cast when the glyph is triggered. A spell that targets a creature targets the triggering creature. A spell with an area is centered on the targeting creature. A creation or conjuration spell affects an area next to that creature, and targets it with any harmful effects. Spells requiring concentration last for their full duration.", "document": "a5esrd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The cost of the material component increases by 200 gold for each slot level above 3rd. For Explosive Runes, the damage increases by 1d8 for each slot level above 3rd, and for Spell Glyph you can store a spell of up to the same level as the spell slot used to cast glyph of warding.", "target_type": "creature", @@ -5306,7 +5142,6 @@ "desc": "You transform the components into 2d4 berries.\n\nFor the next 24 hours, any creature that consumes one of these berries regains 1 hit point. Eating or administering a berry is an action. The berries do not provide any nourishment or sate hunger.", "document": "a5esrd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "You create 1d4 additional berries for every 2 slot levels above 1st.", "target_type": "creature", @@ -5338,7 +5173,6 @@ "desc": "You cause a message in Druidic to appear on a tree or plant within range which you have seen before.\n\nYou can cast the spell again to erase the message.", "document": "a5esrd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5370,7 +5204,6 @@ "desc": "Grease erupts from a point that you can see within range and coats the ground in the area, turning it into difficult terrain until the spell ends.\n\nWhen the grease appears, each creature within the area must succeed on a Dexterity saving throw or fall prone. A creature that enters or ends its turn in the area must also succeed on a Dexterity saving throw or fall prone.", "document": "a5esrd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -5402,7 +5235,6 @@ "desc": "The target is invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession.", "document": "a5esrd", "level": 4, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5434,7 +5266,6 @@ "desc": "Healing energy rejuvenates a creature you touch and undoes a debilitating effect. You can remove one of:\n\n* a level of fatigue.\n* a level of strife.\n* a charm or petrification effect.\n* a curse or cursed item attunement.\n* any reduction to a single ability score.\n* an effect that has reduced the target's hit point maximum.", "document": "a5esrd", "level": 5, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5466,7 +5297,6 @@ "desc": "A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. This guardian occupies that space and is indistinct except for a gleaming sword and sheild emblazoned with the symbol of your deity.\n\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "document": "a5esrd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5500,7 +5330,6 @@ "desc": "You create wards that protect the target area. Each warded area has a maximum height of 20 feet and can be shaped. Several stories of a stronghold can be warded by dividing the area among them if you can walk from one to the next while the spell is being cast.\n\nWhen cast, you can create a password that can make a creature immune to these effects when it is spoken aloud. You may also specify individuals that are unaffected by any or all of the effects that you choose.\n\n_Guards and wards_ creates the following effects within the area of the spell.\n\n* **_Corridors:_** Corridors are heavily obscured with fog. Additionally, creatures that choose between multiple passages or branches have a 50% chance to unknowingly choose a path other than the one they meant to choose.\n* **_Doors:_** Doors are magically locked as if by an _arcane lock_ spell. Additionally, you may conceal up to 10 doors with an illusion as per the illusory object component of the _minor illusion_ spell to make the doors appear as unadorned wall sections.\n* **_Stairs:_** Stairs are filled from top to bottom with webs as per the _web_ spell. Until the spell ends, the webbing strands regrow 10 minutes after they are damaged or destroyed.\n\nIn addition, one of the following spell effects can be placed within the spell's area.\n\n* _Dancing lights_ can be placed in 4 corridors and you can choose for them to repeat a simple sequence.\n* _Magic mouth_ spells can be placed in 2 locations.\n_Stinking clouds_ can be placed in 2 locations.\n\nThe clouds return after 10 minutes if dispersed while the spell remains.\n* A _gust of wind_ can be placed in a corridor or room.\n* Pick a 5-foot square. Any creature that passes through it subjected to a _suggestion_ spell, hearing the suggestion mentally.\n\nThe entirety of the warded area radiates as magic. Each effect must be targeted by separate dispel magic spells to be removed.\n\nThe spell can be made permanent by recasting the spell every day for a year.", "document": "a5esrd", "level": 6, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -5532,7 +5361,6 @@ "desc": "The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.", "document": "a5esrd", "level": 0, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5564,7 +5392,6 @@ "desc": "A bolt of light erupts from your hand. Make a ranged spell attack against the target. On a hit, you deal 4d6 radiant damage and the next attack roll made against the target before the end of your next turn has advantage.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 1st.", "target_type": "creature", @@ -5596,7 +5423,6 @@ "desc": "A torrent of wind erupts from your hand in a direction you choose. Each creature that starts its turn in the area or moves into the area must succeed on a Strength saving throw or be pushed 15 feet from you in the direction of the line.\n\nAny creature in the area must spend 2 feet of movement for every foot moved when trying to approach you.\n\nThe blast of wind extinguishes small fires and disperses gas or vapor.\n\nYou can use a bonus action to change the direction of the gust.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5628,7 +5454,6 @@ "desc": "You imbue the area with divine power, bolstering some creatures and hindering others. Celestials, elementals, fey, fiends, and undead cannot enter the area. They are also incapable of charming, frightening, or possessing another creature within the area. Any such effects end on a creature that enters the area. When casting, you may exclude one or more creature types from this effect.\n\nAdditionally, you may anchor additional magical effects to the area. Choose one effect from the list below (the Narrator may also offer specific effects).\n\nSome effects apply to creatures. You may choose to affect all creatures, creatures of a specific type, or those that follow a specific leader or deity. Creatures make a Charisma saving throw when the spell is cast, when they enter the area for the first time on a turn, or if they end their turn within the area. On a successful save, a creature is immune to the effect until it leaves the area.\n\n* **Courage:** Creatures in the area cannot be frightened.\n* **Darkness:** The area is filled by darkness, and normal light sources or sources from a lower level spell slot are smothered within it.\n* **Daylight:** The area is filled with bright light, dispelling magical darkness created by spells of a lower level spell slot.\n* **Energy Protection:** Creatures in the area gain resistance against a damage type of your choice (excepting bludgeoning, piercing, or slashing).\n* **Energy Vulnerability:** Creatures in the area gain vulnerability against a damage type of your choice (excepting bludgeoning, piercing, or slashing).\n* **Everlasting Rest:** Dead bodies laid to rest in the area cannot be turned into undead by any means.\n* **Extradimensional Interference:** Extradimensional movement or travel is blocked to and from the area, including all teleportation effects.\n* **Fear**: Creatures are frightened while within the area.\n* **Silence:** No sound can enter or emanate from the area.\n* **Tongues:** Creatures within the area can freely communicate with one another whether they share a language or not.", "document": "a5esrd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -5660,7 +5485,6 @@ "desc": "You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.\n\nOnly the visual, auditory, and olfactory components of the terrain are changed. Any creature that enters or attempts to interact with the illusion feels the real terrain below. If given sufficient reason, a creature may make an Investigation check against your spell save DC to disbelieve it. On a successful save, the creature sees the illusion superimposed over the actual terrain.", "document": "a5esrd", "level": 4, - "school_old": "Illusion", "school": "evocation", "higher_level": "The spell targets an additional 50-foot cube for each slot level above 4th.", "target_type": "area", @@ -5692,7 +5516,6 @@ "desc": "You assail a target with an agonizing disease. The target takes 14d6 necrotic damage. If it fails its saving throw its hit point maximum is reduced by an amount equal to the damage taken for 1 hour or until the disease is magically cured. This spell cannot reduce a target to less than 1 hit point.", "document": "a5esrd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "Increase the damage by 2d6 for each slot level above 6th.", "target_type": "point", @@ -5726,7 +5549,6 @@ "desc": "You harmonize with the rhythm of those around you until you're perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the outcome is determined.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5758,7 +5580,6 @@ "desc": "Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains one additional action on each of its turns. This action can be used to make a single weapon attack, or to take the Dash, Disengage, Hide, or Use an Object action.\n\nWhen the spell ends, the target is tired and cannot move or take actions until after its next turn.", "document": "a5esrd", "level": 3, - "school_old": "Transformation", "school": "evocation", "higher_level": "Target one additional creature for each slot level above 3rd. All targets of this spell must be within 30 feet of each other.", "target_type": "object", @@ -5790,7 +5611,6 @@ "desc": "A torrent of healing energy suffuses the target and it regains 70 hit points. The spell also ends blindness, deafness, and any diseases afflicting the target.", "document": "a5esrd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "The hit points regained increase by 10 for each slot level above 6th.", "target_type": "point", @@ -5822,7 +5642,6 @@ "desc": "Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "The hit points regained increase by 1d4 for each slot level above 1st.", "target_type": "point", @@ -5854,7 +5673,6 @@ "desc": "You magically replace your heart with one forged on the second layer of Hell. While the spell lasts, you are immune to fear and can't be poisoned, and you are immune to fire and poison damage. You gain resistance to cold damage, as well as to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. You have advantage on saving throws against spells and other magical effects. Finally, while you are conscious, any creature hostile to you that starts its turn within 20 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn. On a success, the creature is immune to the effect for 24 hours.\n\nCasting this spell magically transports your mortal heart to the lair of one of the lords of Hell. The heart returns to your body when the spell ends. If you die while under the effects of this spell, you can't be brought back to life until your original heart is retrieved.", "document": "a5esrd", "level": 8, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5886,7 +5704,6 @@ "desc": "The target becomes oven hot. Any creature touching the target takes 2d8 fire damage when the spell is cast. Until the spell ends, on subsequent turns you can use a bonus action to inflict the same damage. If a creature is holding or wearing the target and suffers damage, it makes a Constitution saving throw or it drops the target. If a creature does not or cannot drop the target, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -5920,7 +5737,6 @@ "desc": "The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus. Consuming the food takes 1 hour and leaves a creature feeling nourished—it immediately makes a saving throw with advantage against any disease or poison it is suffering from, and it is cured of any effect that frightens it.\n\nFor up to 24 hours afterward the feast's participants have advantage on Wisdom saving throws, advantage on saving throws made against disease and poison, resistance against damage from poison and disease, and each increases its hit point maximum by 2d10.", "document": "a5esrd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5952,7 +5768,6 @@ "desc": "The target's spirit is bolstered. Until the spell ends, the target gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns and it cannot be frightened. Any temporary hit points remaining are lost when the spell ends.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "Target one additional creature for each slot level above 1st.", "target_type": "point", @@ -5984,7 +5799,6 @@ "desc": "The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter. The target falls prone, becomes incapacitated, and cannot stand.\n\nUntil the spell ends, at the end of each of the target's turns and when it suffers damage, the target may attempt another saving throw (with advantage if triggered by damage). On a successful save, the spell ends.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "Target an additional creature within 30 feet of the original for each slot level above 1st.", "target_type": "creature", @@ -6016,7 +5830,6 @@ "desc": "The target is paralyzed. At the end of each of its turns, the target makes another saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 5, - "school_old": "Enchantment", "school": "evocation", "higher_level": "Target an additional creature within 30 feet of the first target for each slot level above 5th.", "target_type": "creature", @@ -6048,7 +5861,6 @@ "desc": "The target is paralyzed. At the end of each of its turns, the target makes another saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "Target an additional creature within 30 feet of the first target for each slot level above 2nd.", "target_type": "creature", @@ -6080,7 +5892,6 @@ "desc": "Holy radiance emanates from you and fills the area. Targets shed dim light in a 5-foot radius and have advantage on saving throws. Attacks made against a target have disadvantage. When a fiend or undead hits a target, the aura erupts into blinding light, forcing the attacker to make a Constitution saving throw or be blinded until the spell ends.", "document": "a5esrd", "level": 8, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -6112,7 +5923,6 @@ "desc": "You conjure a swirling pattern of twisting hues that roils through the air, appearing for a moment and then vanishing. Creatures in the area that can perceive the pattern make a Wisdom saving throw or become charmed. A creature charmed by this spell becomes incapacitated and its Speed is reduced to 0.\n\nThe effect ends on a creature when it takes damage or when another creature uses an action to shake it out of its daze.", "document": "a5esrd", "level": 3, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6144,7 +5954,6 @@ "desc": "A bombardment of jagged ice erupts throughout the target area. All creatures in the area take 2d8 bludgeoning damage and 4d6 cold damage. Large chunks of ice turn the area into difficult terrain until the end of your next turn.", "document": "a5esrd", "level": 4, - "school_old": "Evocation", "school": "evocation", "higher_level": "The bludgeoning damage increases by 1d8 for each slot level above 4th.", "target_type": "area", @@ -6176,7 +5985,6 @@ "desc": "You learn the target item's magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.\n\nAlternatively, you learn any spells that are currently affecting a targeted creature.\n\nWhat this spell can reveal is at the Narrator's discretion, and some powerful and rare magics are immune to identify.", "document": "a5esrd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "object", @@ -6208,7 +6016,6 @@ "desc": "You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other creatures view the message as writing in an unknown or unintelligible magical script or a different message. If you choose to create another message, you can change the handwriting and the language that the message is written in, though you must know the language in question.\n\nIf the spell is dispelled, both the message and its illusory mask disappear.\n\nThe true message can be perceived by any creature with truesight.", "document": "a5esrd", "level": 1, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6240,7 +6047,6 @@ "desc": "You utter the target's name and attempt to bind them for eternity. On a successful save, a target is immune to any future attempts by you to cast this spell on it. On a failed save, choose from one of the forms of bindings below (each lasts until the spell ends).\n\n* **Burial:** The target is buried deep below the surface of the earth in a tomb just large enough to contain it. Nothing can enter the tomb. No teleportation or planar travel can be used to enter, leave, or affect the tomb or its contents. A small mithral orb is required for this casting.\n* **Chaining:** Chains made of unbreakable material erupt from the ground and root the target in place. The target is restrained and cannot be moved by any means. A small adamantine chain is required for this casting.\n* **Hedged Prison:** The target is imprisoned in a maze-like demiplane of your choosing, such as a labyrinth, a cage, a tower, a hedge maze, or any similar structure you desire. The demiplane is warded against teleportation and planar travel. A small jade representation of the demiplane is required for this casting.\n* **Minimus Containment:** The target shrinks to just under an inch and is imprisoned inside a gemstone, crystal, jar, or similar object. Nothing but light can pass in and out of the vessel, and it cannot be broken, cut, or otherwise damaged. The special component for this effect is whatever prison you wish to use.\n* **Slumber:** The target is plunged into an unbreakable slumber and cannot be awoken. Special soporific draughts are required for this casting.\n\nThe target does not need sustenance or air, nor does it age. No divination spells of any sort can be used to reveal the target's location.\n\nWhen cast, you must specify a condition that will cause the spell to end and release the target. This condition must be based on some observable action or quality and not related to mechanics like level, hitpoints, or class, and the Narrator must agree to it.\n\nA dispel magic only dispels an _imprisonment_ if it is cast using a 9th-level spell slot and targets the prison or the special component used to create the prison.\n\nEach casting that uses the same spell effect requires its own special component. Repeated castings with the same component free the prior occupant.", "document": "a5esrd", "level": 9, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -6272,7 +6078,6 @@ "desc": "A cloud of burning embers, smoke, and roiling flame appears within range. The cloud heavily obscures its area, spreading around corners and through cracks. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much on a successful one.\n\nThe cloud can be dispelled by a wind of at least 10 miles per hour. After it is cast, the cloud moves 10 feet away from you in a direction that you choose at the start of each of your turns.", "document": "a5esrd", "level": 8, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -6304,7 +6109,6 @@ "desc": "You infect your target with an arcane disease. At any time after you cast this spell, as long as you are on the same plane of existence as the target, you can use an action to deal 7d10 necrotic damage to the target. If this damage would reduce the target to 0 hit points, you can choose to leave it with 1 hit point.\n\nAs part of dealing the damage, you may expend a 7th-level spell slot to sustain the disease. Otherwise, the spell ends. The spell ends when you die.\n\nCasting remove curse, greater restoration, or heal on the target allows the target to make a Constitution saving throw against the disease. Otherwise the disease can only be cured by a wish spell.", "document": "a5esrd", "level": 7, - "school_old": "Necromancy", "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 7th.", "target_type": "point", @@ -6336,7 +6140,6 @@ "desc": "A weapon formed from the essence of Hell appears in your hands. You must use two hands to wield the weapon. If you let go of the weapon, it disappears and the spell ends.\n\nWhen you cast the spell, choose either a flame fork or ice spear. While the spell lasts, you can use an action to make a melee spell attack with the weapon against a creature within 10 feet of you.\n\nOn a hit, you deal 5d8 damage of a type determined by the weapon's form. On a critical hit, you inflict an additional effect.\n\nIn addition, on a hit with the infernal weapon, you can end the spell early to inflict an automatic critical hit.\n\n**Flame Fork.** The weapon deals fire damage.\n\nOn a critical hit, the target catches fire, taking 2d6 ongoing fire damage.\n\n**Ice Spear.** The weapon deals cold damage. On a critical hit, for 1 minute the target is slowed.\n\nAt the end of each of its turns a slowed creature can make a Constitution saving throw, ending the effect on itself on a success.\n\nA creature reduced to 0 hit points by an infernal weapon immediately dies in a gruesome fashion.\n\nFor example, a creature killed by an ice spear might freeze solid, then shatter into a thousand pieces. Each creature of your choice within 60 feet of the creature and who can see it when it dies must make a Wisdom saving throw. On a failure, a creature becomes frightened of you until the end of your next turn.", "document": "a5esrd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6368,7 +6171,6 @@ "desc": "You impart fell energies that suck away the target's life force, making a melee spell attack that deals 3d10 necrotic damage.", "document": "a5esrd", "level": 1, - "school_old": "Necromancy", "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 1st.", "target_type": "creature", @@ -6400,7 +6202,6 @@ "desc": "A roiling cloud of insects appears, biting and stinging any creatures it touches. The cloud lightly obscures its area, spreads around corners, and is considered difficult terrain. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Constitution saving throw, taking 4d10 piercing damage on a failed save, or half as much on a successful one.", "document": "a5esrd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", @@ -6432,7 +6233,6 @@ "desc": "Until the spell ends, a mystical bond connects the target and the precious stone used to cast this spell.\n\nAny time after, you may crush the stone and speak the name of the item, summoning it instantly into your hand no matter the physical, metaphysical, or planar distances involved, at which point the spell ends. If another creature is holding the item when the stone is crushed, the item is not summoned to you. Instead, the spell grants you the knowledge of who possesses it and a general idea of the creature's location.\n\nEach time you cast this spell, you must use a different precious stone.\n\nDispel magic or a similar effect targeting the stone ends the spell.", "document": "a5esrd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -6464,7 +6264,6 @@ "desc": "You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell, whenever the target deals damage with an unarmed strike or natural weapon, it deals 1d4 extra damage.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you cast this spell with a 3rd-level spell slot, the extra damage increases from 1d4 to 1d6\\. When you cast this spell with a 5th-level spell slot, the extra damage increases to 1d8.\n\nWhen you cast this spell with a 7th-level spell slot, the extra damage increases to 1d10.", "target_type": "creature", @@ -6496,7 +6295,6 @@ "desc": "You wreathe a creature in an illusory veil, making it invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession. The spell's effects end for a target that attacks or casts a spell.", "document": "a5esrd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "Target one additional creature for each slot level above 2nd.", "target_type": "creature", @@ -6528,7 +6326,6 @@ "desc": "You murmur a tune that takes root in the target's mind until the spell ends, forcing it to caper, dance, and shuffle. At the start of each of its turns, the dancing target must use all of its movement to dance in its space, and it has disadvantage on attack rolls and saving throws. Attacks made against the target have advantage. On each of its turns, the target can use an action to repeat the saving throw, ending the spell on a successful save.", "document": "a5esrd", "level": 6, - "school_old": "Enchantment", "school": "evocation", "higher_level": "Target one additional creature within 30 feet for each slot level above 6th.", "target_type": "creature", @@ -6560,7 +6357,6 @@ "desc": "You imbue a target with the ability to make impossible leaps. The target's jump distances increase 15 feet vertically and 30 feet horizontally.", "document": "a5esrd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "Each of the target's jump distances increase by 5 feet for each slot level above 1st.", "target_type": "creature", @@ -6592,7 +6388,6 @@ "desc": "Make a check against the DC of a lock or door using your spell attack bonus. On a success, you unlock or open the target with a loud metallic clanging noise easily audible at up to 300 feet. In addition, any traps on the object are automatically triggered. An item with multiple locks requires multiple castings of this spell to be opened.\n\nWhen you target an object held shut by an arcane lock, that spell is suppressed for 10 minutes, allowing the object to be opened and shut normally during that time.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The level of the arcane lock you can suppress increases by 1 for each slot level above 3rd. In addition, if the level of your knock spell is 2 or more levels higher than that of the arcane lock, you may dispel the arcane lock instead of suppressing it.", "target_type": "object", @@ -6624,7 +6419,6 @@ "desc": "You learn significant information about the target. This could range from the most up-todate research, lore forgotten in old tales, or even previously unknown information. The spell gives you additional, more detailed information if you already have some knowledge of the target. The spell will not return any information for items not of legendary renown.\n\nThe knowledge you gain is always true, but may be obscured by metaphor, poetic language, or verse.\n\nIf you use the spell for a cursed tome, for instance, you may gain knowledge of the dire words spoken by its creator as they brought it into the world.", "document": "a5esrd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "Your intuition surrounding the target is enhanced and you gain advantage on one Investigation check regarding it for each slot level above 6th.", "target_type": "creature", @@ -6656,7 +6450,6 @@ "desc": "Your body melts into a humanoid-shaped mass of liquid flesh. Each creature within 5 feet of you that can see the transformation must make a Wisdom saving throw. On a failure, the creature can't take reactions and is frightened of you until the start of its next turn. Until the end of your turn, your Speed becomes 20 feet, you can't speak, and you can move through spaces as narrow as 1 inch wide without squeezing. You revert to your normal form at the end of your turn.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6688,7 +6481,6 @@ "desc": "Your glowing hand removes one disease or condition affecting the target. Choose from blinded, deafened, paralyzed, or poisoned. At the Narrator's discretion, some diseases might not be curable with this spell.", "document": "a5esrd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6720,7 +6512,6 @@ "desc": "Until the spell ends, the target rises vertically in the air up to 20 feet and remains floating there, able to move only by pushing or pulling on fixed objects or surfaces within its reach. This allows the target to move as if it was climbing.\n\nOn subsequent turns, you can use your action to alter the target's altitude by up to 20 feet in either direction so long as it remains within range. If you have targeted yourself you may move up or down as part of your movement.\n\nThe target floats gently to the ground if it is still in the air when the spell ends.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When using a 5th-level spell slot the target can levitate or come to the ground at will. When using a 7th-level spell slot its duration increases to 1 hour and it no longer requires concentration.", "target_type": "object", @@ -6752,7 +6543,6 @@ "desc": "Until the spell ends, the target emits bright light in a 20-foot radius and dim light an additional 20 feet. Light emanating from the target may be any color. Completely covering the target with something that is not transparent blocks the light. The spell ends when you use an action to dismiss it or if you cast it again.", "document": "a5esrd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -6784,7 +6574,6 @@ "desc": "A bolt of lightning arcs out from you in a direction you choose. Each creature in the area takes 8d6 lightning damage. The lightning ignites flammable objects in its path that aren't worn or carried by another creature.\n\nIf the spell is stopped by an object at least as large as its width, it ends there unless it deals enough damage to break through. When it does, it continues to the end of its area.", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "Damage increases by 1d6 for every slot level above 3rd.", "target_type": "creature", @@ -6818,7 +6607,6 @@ "desc": "Name or describe in detail a specific kind of beast or plant. The natural magics in range reveal the closest example of the target within 5 miles, including its general direction (north, west, southeast, and so on) and how many miles away it currently is.", "document": "a5esrd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -6850,7 +6638,6 @@ "desc": "Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate specific, known creatures, or the nearest creature of a specific type (like a bat, gnome, or red dragon) provided that you have observed that type within 30 feet at least once. If a specific creature you seek is in a different form (for example a wildshaped druid) the spell is unable to find it.\n\nThe spell cannot travel across running water 10 feet across or wider—it is unable to find the creature and the trail ends.", "document": "a5esrd", "level": 4, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6882,7 +6669,6 @@ "desc": "Name or describe in detail an object familiar to you. The spell reveals the general direction the object is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate a specific object known to you, provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument, item of furniture, compass, or vase).\n\nWhen there is any thickness of lead in the direct path between you and the object the spell is unable to find it.", "document": "a5esrd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "object", @@ -6914,7 +6700,6 @@ "desc": "Until the spell ends, the target's Speed increases by 10 feet.", "document": "a5esrd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "Target one additional creature for each slot level above 1st.", "target_type": "creature", @@ -6946,7 +6731,6 @@ "desc": "Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell's duration.", "target_type": "creature", @@ -6978,7 +6762,6 @@ "desc": "A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it.\n\nYou can use an action to control the hand and direct it to do any of the following:\n\n* manipulate an object.\n* open an unlocked container or door.\n* stow or retrieve items from unlocked containers.\n\nThe hand cannot attack, use magic items, or carry more than 10 pounds.", "document": "a5esrd", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7010,7 +6793,6 @@ "desc": "Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means.\n\nDesignated creatures have disadvantage when attacking creatures within the area and are unable to charm, frighten, or possess creatures within the area. When a designated creature attempts to teleport or use interplanar travel to enter the area, it makes a Charisma saving throw or its attempt fails.\n\nYou may also choose to reverse this spell, trapping a creature of your chosen type within the area in order to protect targets outside it.", "document": "a5esrd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The spell's duration increases by 1 hour for every slot level above 3rd.", "target_type": "area", @@ -7042,7 +6824,6 @@ "desc": "Your body becomes catatonic as your soul enters the vessel used as a material component. While within this vessel, you're aware of your surroundings as if you physically occupied the same space.\n\nThe only action you can take is to project your soul within range, whether to return to your living body (and end the spell) or to possess a humanoid.\n\nYou may not target creatures protected by protection from good and evil or magic circle spells. A creature you try to possess makes a Charisma saving throw or your soul moves from your vessel and into its body. The creature's soul is now within the container. On a successful save, the creature resists and you may not attempt to possess it again for 24 hours.\n\nOnce you possess a creature, you have control of it. Replace your game statistics with the creature's, except your Charisma, Intelligence and Wisdom scores. Your own cultural traits and class features also remain, and you may not use the creature's cultural traits or class features (if it has any).\n\nDuring possession, you can use an action to return to the vessel if it is within range, returning the host creature to its body. If the host body dies while you are possessing it, the creature also dies and you must make a Charisma save. On a success you return to the container if it's within range. Otherwise, you die.\n\nIf the vessel is destroyed, the spell ends and your soul returns to your body if it's within range. If your body is out of range or dead when you try to return, you die.\n\nThe possessed creature perceives the world as if it occupied the same space as the vessel, but may not take any actions or movement. If the vessel is destroyed while occupied by a creature other than yourself, the creature returns to its body if the body is alive and within range. Otherwise, the creature dies.\n\nThe vessel is destroyed when the spell ends.", "document": "a5esrd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7074,7 +6855,6 @@ "desc": "A trio of glowing darts of magical force unerringly and simultaneously strike the targets, each dealing 1d4+1 force damage.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "Evoke one additional dart and target up to one additional creature for each slot level above 1st.", "target_type": "creature", @@ -7106,7 +6886,6 @@ "desc": "The target is imbued with a spoken message of 25 words or fewer which it speaks when a trigger condition you choose is met. The message may take up to 10 minutes to convey.\n\nWhen your trigger condition is met, a magical mouth appears on the object and recites the message in the same voice and volume as you used when instructing it. If the object chosen has a mouth (for example, a painted portrait) this is where the mouth appears.\n\nYou may choose upon casting whether the message is a single event, or whether it repeats every time the trigger condition is met.\n\nThe trigger condition must be based upon audio or visual cues within 30 feet of the object, and may be highly detailed or as broad as you choose.\n\nFor example, the trigger could be when any attack action is made within range, or when the first spring shoot breaks ground within range.", "document": "a5esrd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "object", @@ -7138,7 +6917,6 @@ "desc": "Until the spell ends, the target becomes +1 magic weapon.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The bonus increases by +1 for every 2 slot levels above 2nd (maximum +3).", "target_type": "object", @@ -7170,7 +6948,6 @@ "desc": "You conjure an extradimensional residence within range. It has one entrance that is in a place of your choosing, has a faint luster to it, and is 5 feet wide and 10 feet tall. You and any designated creature may enter your mansion while the portal is open. You may open and close the portal while you are within 30 feet of it. Once closed the entrance is invisible.\n\nThe entrance leads to an opulent entrance hall, with many doors and halls coming from it. The atmosphere is welcoming, warm, and comfortable, and the whole place is sparkling clean.\n\nThe floor plan of the residence is up to you, but it must be made up of fifty or fewer 10-foot cubes.\n\nThe furniture and decor are chosen by you. The residence contains enough food to provide Supply for a number of people equal to 5 × your proficiency bonus. A staff of translucent, lustrous servants dwell within the residence. They may otherwise look how you wish. These servants obey your commands without question, and can perform the same nonhostile actions as a human servant—they might carry objects, prepare and serve food and drinks, clean, make simple repairs, and so on. Servants have access to the entire mansion but may not leave.\n\nAll objects and furnishings belonging to the mansion evaporate into shimmering smoke when they leave it. Any creature within the mansion when the spell ends is expelled into an unoccupied space near the entrance.", "document": "a5esrd", "level": 7, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7202,7 +6979,6 @@ "desc": "Until the spell ends, you create an image that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm.\n\nWhile within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a roc moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the roc flies).\n\nAny physical interaction immediately reveals the image is an illusion, as objects and creatures alike pass through it. An Investigation check against your spell save DC also reveals the image is an illusion.\n\nWhen a creature realizes the image is an illusion, the effects become fainter for that creature.", "document": "a5esrd", "level": 3, - "school_old": "Illusion", "school": "evocation", "higher_level": "When cast using a 6th-level spell slot the illusion lasts until dispelled without requiring concentration.", "target_type": "object", @@ -7234,7 +7010,6 @@ "desc": "Glowing energy rushes through the air and each target regains hit points equal to 3d8 + your spellcasting modifier.", "document": "a5esrd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "The hit points regained increase by 1d8 for each slot level above 5th.", "target_type": "point", @@ -7266,7 +7041,6 @@ "desc": "Healing energy erupts from your steepled hands and restores up to 700 hit points between the targets.\n\nCreatures healed in this way are also cured of any diseases, and any effect causing them to be blinded or deafened. In addition, on subsequent turns within the next minute you can use a bonus action to distribute any unused hit points.", "document": "a5esrd", "level": 9, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7298,7 +7072,6 @@ "desc": "Healing energy flows from you in a wash of restorative power and each target regains hit points equal to 1d4 + your spellcasting ability modifier.", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "The hit points regained increase by 1d4 for each slot level above 3rd.", "target_type": "point", @@ -7330,7 +7103,6 @@ "desc": "Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The targets are magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the targets to perform an action that is obviously harmful to them ends the spell.\n\nA target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell, and if it requires less time the spell ends after a target has carried out the activity.\n\nYou may specify trigger conditions that cause a target to perform a specific activity while the spell lasts. For example, you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends, the specific activity isn't performed.\n\nAny damage done to a target by you or an ally ends the spell for that creature.", "document": "a5esrd", "level": 6, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When cast using a 7th-level spell slot, the duration of the spell increases to 10 days. When cast using an 8th-level spell slot, the duration increases to 30 days. When cast using a 9th-level spell slot, the duration increases to a year and a day.", "target_type": "creature", @@ -7362,7 +7134,6 @@ "desc": "The target is banished to a complex maze on its own demiplane, and remains there for the duration or until the target succeeds in escaping.\n\nThe target can use an action to attempt to escape, making an Intelligence saving throw. On a successful save it escapes and the spell ends. A creature with Labyrinthine Recall (or a similar trait) automatically succeeds on its save.\n\nWhen the spell ends the target reappears in the space it occupied before the spell was cast, or the closest unoccupied space if that space is occupied.", "document": "a5esrd", "level": 8, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7394,7 +7165,6 @@ "desc": "Until the spell ends, you meld yourself and your carried equipment into the target stone. Using your movement, you may enter the stone from any point you can touch. No trace of your presence is visible or detectable by nonmagical senses.\n\nWithin the stone, you can't see outside it and have disadvantage on Perception checks made to hear beyond it. You are aware of time passing, and may cast spells upon yourself. You may use your movement only to step out of the target where you entered it, ending the spell.\n\nIf the target is damaged such that its shape changes and you no longer fit within it, you are expelled and take 6d6 bludgeoning damage. Complete destruction of the target, or its transmutation into another substance, expels you and you take 50 bludgeoning damage. When expelled you fall prone into the closest unoccupied space near your entrance point.", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When using a 5th-level spell slot, you may reach out of the target to make spell attacks or ranged weapon attacks without ending the spell. You make these attacks with disadvantage.", "target_type": "point", @@ -7426,7 +7196,6 @@ "desc": "You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.\n\nMagic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.", "document": "a5esrd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -7458,7 +7227,6 @@ "desc": "You conjure extensions of your own mental fortitude to keep your foes at bay. For the spell's duration, you can use an action to attempt to grapple a creature within range by making a concentration check against its maneuver DC.\n\nOn its turn, a target grappled in this way can use an action to attempt to escape the grapple, using your spell save DC instead of your maneuver DC.\n\nSuccessful escape attempts do not break your concentration on the spell.", "document": "a5esrd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7490,7 +7258,6 @@ "desc": "You point and whisper your message at the target.\n\nIt alone hears the message and may reply in a whisper audible only to you.\n\nYou can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The message is blocked by 3 feet of wood, 1 foot of stone, 1 inch of common metals, or a thin sheet of lead.\n\nThe spell moves freely around corners or through openings.", "document": "a5esrd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7522,7 +7289,6 @@ "desc": "Scorching spheres of flame strike the ground at 4 different points within range. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.", "document": "a5esrd", "level": 9, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7554,7 +7320,6 @@ "desc": "The target is immune to psychic damage, any effect that would read its emotions or thoughts, divination spells, and the charmed condition.\n\nThis immunity extends even to the wish spell, and magical effects or spells of similar power that would affect the target's mind or gain information about it.", "document": "a5esrd", "level": 8, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7586,7 +7351,6 @@ "desc": "The target has resistance to psychic damage and advantage on saving throws made to resist being charmed or frightened.", "document": "a5esrd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7618,7 +7382,6 @@ "desc": "This spell creates a sound or image of an object.\n\nThe illusion disappears if dismissed or you cast the spell again.\n\nYou may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell's area.\n\nVisual illusions may replicate any image and remain within the spell's area, but cannot create sound, light, smell, or other sensory effects.\n\nThe image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against your spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature.", "document": "a5esrd", "level": 0, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7650,7 +7413,6 @@ "desc": "You make terrain within the spell's area appear as another kind of terrain, tricking all senses (including touch).\n\nThe general shape of the terrain remains the same, however. A small town could resemble a woodland, a smooth road could appear rocky and overgrown, a deep pit could resemble a shallow pond, and so on.\n\nStructures may be altered in the similar way, or added where there are none. Creatures are not disguised, concealed, or added by the spell.\n\nThe illusion appears completely real in all aspects, including physical terrain, and can be physically interacted with. Clear terrain becomes difficult terrain, and vice versa. Any part of the illusory terrain such as a boulder, or water collected from an illusory stream, disappears immediately upon leaving the spell's area.\n\nCreatures with truesight see through the illusion, but are not immune to its effects. They may know that the overgrown path is in fact a well maintained road, but are still impeded by illusory rocks and branches.", "document": "a5esrd", "level": 7, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "area", @@ -7682,7 +7444,6 @@ "desc": "A total of 3 illusory copies of yourself appear in your space. For the duration, these copies move with you and mimic your actions, creating confusion as to which is real.\n\nYou can use an action to dismiss them.\n\nEach time you're targeted by a creature's attack, roll a d20 to see if it targets you or one of your copies.\n\nWith 3 copies, a roll of 6 or higher means a copy is targeted. With two copies, a roll of 8 or higher targets a copy, and with 1 copy a roll of 11 or higher targets the copy.\n\nA copy's AC is 10 + your Dexterity modifier, and when it is hit by an attack a copy is destroyed.\n\nIt may be destroyed only by an attack that hits it.\n\nAll other damage and effects have no impact.\n\nAttacking creatures that have truesight, cannot see, have blindsight, or rely on other nonvisual senses are unaffected by this spell.", "document": "a5esrd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "When using a 5th-level spell slot, the duration increases to concentration (1 hour).", "target_type": "creature", @@ -7714,7 +7475,6 @@ "desc": "You become invisible. At the same time, an illusory copy of you appears where you're standing.\n\nThis invisibility ends when you cast a spell but the copy lasts until the spell ends.\n\nYou can use an action to move your copy up to twice your Speed, have it speak, make gestures, or behave however you'd like.\n\nYou may see and hear through your copy. Until the spell ends, you can use a bonus action to switch between your copy's senses and your own, or back again. While using your copy's senses you are blind and deaf to your body's surroundings.\n\nThe copy is revealed as an illusion with any physical interaction, as solid objects and creatures pass through it.", "document": "a5esrd", "level": 5, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "object", @@ -7746,7 +7506,6 @@ "desc": "You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.", "document": "a5esrd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7778,7 +7537,6 @@ "desc": "The target has advantage on its saving throw if you are in combat with it. The target becomes charmed and incapacitated, though it can still hear you. Until the spell ends, any memories of an event that took place within the last 24 hours and lasted 10 minutes or less may be altered.\n\nYou may destroy the memory, have the target recall the event with perfect clarity, change the details, or create a new memory entirely with the same restrictions in time frame and length.\n\nYou must speak to the target in a language you both know to modify its memories and describe how the memory is changed. The target fills in the gaps in details based on your description.\n\nThe spell automatically ends if the target takes any damage or if it is targeted by another spell. If the spell ends before you have finished modifying its memories, the alteration fails. Otherwise, the alteration is complete when the spell ends and only greater restoration or remove curse can restore the memory.\n\nThe Narrator may deem a modified memory too illogical or nonsensical to affect a creature, in which case the modified memory is simply dismissed by the target. In addition, a modified memory doesn't specifically change the behavior of a creature, especially if the memory conflicts with the creature's personality, beliefs, or innate tendencies.\n\nThere may also be events that are practically unforgettable and after being modified can be remembered correctly when another creature succeeds on a Persuasion check to stir the target's memories. This check is made with disadvantage if the creature does not have indisputable proof on hand that is relevant to the altered memory.", "document": "a5esrd", "level": 5, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When using a 6th-level spell slot, the event can be from as far as 7 days ago. When using a 7th-level spell slot, the event can be from as far as 30 days ago. When using an 8th-level spell slot, the event can be from as far as 1 year ago. When using a 9th-level spell slot, any event can be altered.", "target_type": "creature", @@ -7810,7 +7568,6 @@ "desc": "A beam of moonlight fills the area with dim light.\n\nWhen a creature enters the area for the first time on a turn or begins its turn in the area, it is struck by silver flames and makes a Constitution saving throw, taking 2d10 radiant damage on a failed save, or half as much on a success.\n\nShapechangers have disadvantage on this saving throw. On a failed save, a shapechanger is forced to take its original form while within the spell's light.\n\nOn your turn, you may use an action to move the beam 60 feet in any direction.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above 2nd.", "target_type": "area", @@ -7842,7 +7599,6 @@ "desc": "You reshape the area, changing its elevation or creating and eliminating holes, walls, and pillars.\n\nThe only limitation is that the elevation change may not exceed half the area's horizontal dimensions.\n\nFor example, affecting a 40-by-40 area allows you to include 20 foot high pillars, holes 20 feet deep, and changes in terrain elevation of 20 feet or less.\n\nChanges that result in unstable terrain are subject to collapse.\n\nChanges take 10 minutes to complete, after which you can choose another area to affect. Due to the slow speed of transformation, it is nearly impossible for creatures to be hurt or captured by the spell.\n\nThis spell has no effect on stone, objects crafted from stone, or plants, though these objects will shift based on changes in the area.", "document": "a5esrd", "level": 6, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -7874,7 +7630,6 @@ "desc": "The target is hidden from divination magic and cannot be perceived by magical scrying sensors.\n\nWhen used on a place or object, the spell only works if the target is no larger than 10 feet in any given dimension.", "document": "a5esrd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -7906,7 +7661,6 @@ "desc": "You and allies within the area gain advantage and an expertise die on Dexterity (Stealth) checks as an aura of secrecy enshrouds you. Creatures in the area leave behind no evidence of their passage.", "document": "a5esrd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -7938,7 +7692,6 @@ "desc": "Until the spell ends, you create a passage extending into the target surface. When creating the passage you define its dimensions, as long as they do not exceed 5 feet in width, 8 feet in height, or 20 feet in depth.\n\nThe appearance of the passage has no effect on the stability of the surrounding environment.\n\nAny creatures or objects within the passage when the spell ends are expelled without harm into unoccupied spaces near where the spell was cast.", "document": "a5esrd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7970,7 +7723,6 @@ "desc": "A swarm of insects fills the area. Creatures that begin their turn within the spell's area or who enter the area for the first time on their turn must make a Constitution saving throw or take 1d4 piercing damage. The pests also ravage any unattended organic material within their radius, such as plant, wood, or fabric.", "document": "a5esrd", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "This spell's damage increases by 1d4 when you reach 5th level (2d4), 10th level (3d4), and 15th level (4d4).", "target_type": "area", @@ -8002,7 +7754,6 @@ "desc": "You create an illusion that invokes the target's deepest fears. Only the target can see this illusion.\n\nWhen the spell is cast and at the end of each of its turns, the target makes a Wisdom saving throw or takes 4d10 psychic damage and becomes frightened.\n\nThe spell ends early when the target succeeds on its saving throw. A target that succeeds on its initial saving throw takes half damage.", "document": "a5esrd", "level": 4, - "school_old": "Illusion", "school": "evocation", "higher_level": "The damage increases by 1d10 for each slot level above the 4th.", "target_type": "creature", @@ -8036,7 +7787,6 @@ "desc": "You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers.\n\nThe talons do not interact with physical matter, but rip viciously at the psyche of any creature struck by them. For the duration, your unarmed strikes gain the finesse property and deal psychic damage. In addition, if your unarmed strike normally deals less than 1d4 damage, it instead deals 1d4 damage.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8068,7 +7818,6 @@ "desc": "You create an illusory Large creature with an appearance determined by you that comes into being with all the necessary equipment needed to use it as a mount. This equipment vanishes when more than 10 feet away from the creature.\n\nYou or any creature you allow may ride the steed, which uses the statistics for a riding horse but has a Speed of 100 feet and travels at 10 miles per hour at a steady pace (13 miles per hour at a fast pace).\n\nThe steed vanishes if it takes damage (disappearing instantly) or you use an action to dismiss it (fading away, giving the rider 1 minute to dismount).", "document": "a5esrd", "level": 3, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8100,7 +7849,6 @@ "desc": "An entity from beyond the realm material answers your call for assistance. You must know this entity whether it is holy, unholy, or beyond the bounds of mortal comprehension. The entity sends forth a servant loyal to it to aid you in your endeavors. If you have a specific servant in mind you may speak its name during the casting, but ultimately who is sent to answer your call is the entity's decision.\n\nThe creature that appears (a celestial, elemental, fey, or fiend), is under no compulsion to behave in any particular way other than how its nature and personality direct it. Any request made of the creature, simple or complex, requires an equal amount of payment which you must bargain with the creature to ascertain. The creature can request either items, sacrifices, or services in exchange for its assistance. A creature that you cannot communicate with cannot be bargained with.\n\nA task that can be completed in minutes is worth 100 gold per minute, a task that requires hours is worth 1, 000 gold per hour, and a task requiring days is worth 10, 000 gold per day (the creature can only accept tasks contained within a 10 day timeframe). A creature can often be persuaded to lower or raise prices depending on how a task aligns with its personality and the goals of its master —some require no payment at all if the task is deemed worthy. Additionally, a task that poses little or no risk only requires half the usual amount of payment, and an extremely dangerous task might call for double the usual payment. Still, only extreme circumstances will cause a creature summoned this way to accept tasks with a near certain result of death.\n\nA creature returns to its place of origin when a task is completed or if you fail to negotiate an agreeable task and payment. Should a creature join your party, it counts as a member of the group and receives a full portion of any experience gained.", "document": "a5esrd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8132,7 +7880,6 @@ "desc": "The target must remain within range for the entire casting of the spell (usually by means of a magic circle spell). Until the spell ends, you force the target to serve you. If the target was summoned through some other means, like a spell, the duration of the original spell is extended to match this spell's duration.\n\nOnce it is bound to you the target serves as best it can and follows your orders, but only to the letter of the instruction. A hostile or malevolent target actively seeks to take any advantage of errant phrasing to suit its nature. When a target completes a task you've assigned to it, if you are on the same plane of existence the target travels back to you to report it has done so. Otherwise, it returns to where it was bound and remains there until the spell ends.", "document": "a5esrd", "level": 5, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When using a 6th-level spell slot, its duration increases to 10 days. When using a 7th-level spell slot, its duration increases to 30 days. When using an 8th-level spell slot, its duration increases to 180 days. When using a 9th-level spell slot, its duration increases to a year and a day.", "target_type": "creature", @@ -8164,7 +7911,6 @@ "desc": "Willing targets are transported to a plane of existence that you choose. If the destination is generally described, targets arrive near that destination in a location chosen by the Narrator. If you know the correct sequence of an existing teleportation circle (see teleportation circle), you can choose it as the destination (when the designated circle is too small for all targets to fit, any additional targets are shunted to the closest unoccupied spaces).\n\nAlternatively this spell can be used offensively to banish an unwilling target. You make a melee spell attack and on a hit the target makes a Charisma saving throw or is transported to a random location on a plane of existence that you choose. Once transported, you must spend 1 minute concentrating on this spell or the target returns to the last space it occupied (otherwise it must find its own way back).", "document": "a5esrd", "level": 7, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8196,7 +7942,6 @@ "desc": "You channel vitality into vegetation to achieve one of the following effects, chosen when casting the spell.\n\nEnlarged: Plants in the area are greatly enriched. Any harvests of the affected plants provide twice as much food as normal.\n\nRapid: All nonmagical plants in the area surge with the power of life. A creature that moves through the area must spend 4 feet of movement for every foot it moves. You can exclude one or more areas of any size from being affected.", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -8228,7 +7973,6 @@ "desc": "The target becomes poisonous to the touch. Until the spell ends, whenever a creature within 5 feet of the target damages the target with a melee weapon attack, the creature makes a Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d6 ongoing poison damage.\n\nA poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThe target of the spell also becomes bright and multicolored like a poisonous dart frog, giving it disadvantage on Dexterity (Stealth) checks.", "document": "a5esrd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The target's skin is also covered in mucus, giving it advantage on saving throws and checks made to resist being grappled or restrained. In addition, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -8262,7 +8006,6 @@ "desc": "The target's body is transformed into a beast with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating, use its level.\n\nUntil the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen beast. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.", "document": "a5esrd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -8294,7 +8037,6 @@ "desc": "With but a word you snuff out the target's life and it immediately dies. If you cast this on a creature with more than 100 hit points, it takes 50 hit points of damage.", "document": "a5esrd", "level": 9, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8326,7 +8068,6 @@ "desc": "You utter a powerful word that stuns a target with 150 hit points or less. At the end of the target's turn, it makes a Constitution saving throw to end the effect. If the target has more than 150 hit points, it is instead rattled until the end of its next turn.", "document": "a5esrd", "level": 8, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "point", @@ -8358,7 +8099,6 @@ "desc": "The targets regain hit points equal to 2d8 + your spellcasting ability modifier.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "The hit points regained increase by 1d8 for each slot level above 2nd.", "target_type": "point", @@ -8390,7 +8130,6 @@ "desc": "You wield arcane energies to produce minor effects. Choose one of the following:\n\n* create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor).\n* clean or soil an object of 1 cubic foot or less.\n* light or snuff a flame.\n* chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour.\n* color or mark an object or surface for 1 hour.\n* create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.\n\nYou may cast this spell multiple times, though only three effects may be active at a time. Dismissing each effect requires an action.", "document": "a5esrd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -8422,7 +8161,6 @@ "desc": "You unleash 8 rays of light, each with a different purpose and effect. For each target in the area, roll a d8 to determine the ray that affects it.\n\n1—Red: The target takes 10d6 fire damage.\n\n2—Orange: The target takes 10d6 acid damage.\n\n3—Yellow: The target takes 10d6 lightning damage.\n\n4—Green: The target takes 10d6 poison damage.\n\n5—Blue: The target takes 10d6 cold damage.\n\n6—Indigo: The target is restrained and at the end of each of its turns it makes a Constitution saving throw. Once it accumulates two failed saves it permanently turns to stone, or when it accumulates two successful saves the effect ends.\n\n7—Violet: The target is blinded. At the start of your next turn, the target makes a Wisdom saving throw, ending the effect on a success.\n\nOn a failed save, the target is banished to another random plane and is no longer blind. If it originated from another plane it returns there, while other creatures are generally cast into the Astral Plane or Ethereal Plane.\n\n8—Special: The target is hit by two rays.\n\nRoll a d8 twice to determine which rays, rerolling any 8s.", "document": "a5esrd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -8456,7 +8194,6 @@ "desc": "You create a nontransparent barrier of prismatic energy that sheds bright light in a 100-foot radius and dim light for an additional 100 feet. You and creatures you choose at the time of casting are immune to the barrier's effects and may pass through it at will.\n\nThe barrier can be created as either a vertical wall or a sphere. If the wall intersects a space occupied by a creature the spell fails, you lose your action, and the spell slot is wasted.\n\nWhen a creature that can see the barrier moves within 20 feet of the area or starts its turn within 20 feet of the area, it makes a Constitution saving throw or it is blinded for 1 minute.\n\nThe wall has 7 layers, each layer of a different color in order from red to violet. Once a layer is destroyed, it is gone for the duration of the spell.\n\nTo pass or reach through the barrier a creature does so one layer at a time and must make a Dexterity saving throw for each layer or be subjected to that layer's effects. On a successful save, any damage taken from a layer is reduced by half.\n\nA rod of cancellation can destroy a prismatic wall, but an antimagic field has no effect.\n\nRed: The creature takes 10d6 fire damage.\n\nWhile active, nonmagical ranged attacks can't penetrate the barrier. The layer is destroyed by 25 cold damage.\n\nOrange: The creature takes 10d6 acid damage. While active, magical ranged attacks can't penetrate the barrier. The layer is destroyed by strong winds.\n\nYellow: The creature takes 10d6 lightning damage. This layer is destroyed by 60 force damage.\n\nGreen: The creature takes 10d6 poison damage. A passwall spell, or any spell of equal or greater level which can create a portal on a solid surface, destroys the layer.\n\nBlue: The creature takes 10d6 cold damage.\n\nThis layer is destroyed by 25 fire damage.\n\nIndigo: The creature is restrained and makes a Constitution saving throw at the end of each of its turns. Once it accumulates three failed saves it permanently turns to stone, or when it accumulates three successful saves the effect ends. This layer can be destroyed by bright light, such as that created by the daylight spell or a spell of equal or greater level.\n\nViolet: The creature is blinded. At the start of your next turn, the creature makes a Wisdom saving throw, ending the effect on a success.\n\nOn a failed save, the creature is banished to another random plane and is no longer blind. If it originated from another plane it returns there, while other creatures are generally cast into the Astral Plane or Ethereal Plane. This layer can be destroyed by dispel magic or a similar spell of equal or greater level capable of ending spells or magical effects.", "document": "a5esrd", "level": 9, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8490,7 +8227,6 @@ "desc": "You increase the magical security in an area, choosing one or more of the following:\n\n* sound cannot pass the edge of the area.\n* light and vision cannot pass the edge of the area.\n* sensors created by divination spells can neither enter the area nor appear within it.\n* creatures within the area cannot be targeted by divination spells.\n* nothing can teleport into or out of the area.\n* planar travel is impossible within the area.\n\nCasting this spell on the same area every day for a year makes the duration permanent.", "document": "a5esrd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "Increase the size of the sanctum by up to 100 feet for each slot level above 4th.", "target_type": "area", @@ -8522,7 +8258,6 @@ "desc": "You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nThe spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage.", "document": "a5esrd", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -8554,7 +8289,6 @@ "desc": "You craft an illusory object, creature, or other effect which executes a scripted performance when a specific condition is met within 30 feet of the area.\n\nYou must describe both the condition and the details of the performance upon casting. The trigger must be based on something that can be seen or heard.\n\nOnce the illusion triggers, it runs its performance for up to 5 minutes before it disappears and goes dormant for 10 minutes. The illusion is undetectable until then and only reactivates when the condition is triggered and after the dormant period has passed.\n\nA creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.", "document": "a5esrd", "level": 6, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "object", @@ -8586,7 +8320,6 @@ "desc": "You create an illusory duplicate of yourself that looks and sounds like you but is intangible. The duplicate can appear anywhere within range as long as you have seen the space before (it ignores any obstacles in the way).\n\nYou can use an action to move this duplicate up to twice your Speed and make it speak and behave in whatever way you choose, mimicking your mannerism with perfect accuracy. You can use a bonus action to see through your duplicate's eyes and hear through its ears until the beginning of your next turn. During this time, you are blind and deaf to your body's surroundings.\n\nA creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.", "document": "a5esrd", "level": 7, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8618,7 +8351,6 @@ "desc": "Until the spell ends, the target has resistance to one of the following damage types: acid, cold, fire, lightning, thunder.", "document": "a5esrd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "For each slot level above 2nd, the target gains resistance to one additional type of damage listed above, with a maximum number equal to your spellcasting ability modifier.", "target_type": "creature", @@ -8650,7 +8382,6 @@ "desc": "The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target and are unable to charm, frighten, or possess the target.\n\nIf the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against that effect.", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8682,7 +8413,6 @@ "desc": "The target has advantage on saving throws against being poisoned and resistance to poison damage.\n\nAdditionally, if the target is poisoned, you negate one poison affecting it. If more than one poison affects the target, you negate one poison you know is present (otherwise you negate one at random).", "document": "a5esrd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8714,7 +8444,6 @@ "desc": "You remove all poison and disease from a number of Supply equal to your proficiency bonus.", "document": "a5esrd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "Remove all poison and disease from an additional Supply for each slot level above 1st.", "target_type": "point", @@ -8746,7 +8475,6 @@ "desc": "You unleash the discipline of your magical training and let arcane power burn from your fists, consuming the material components of the spell. Until the spell ends you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and on each of your turns you can use an action to make a melee spell attack against a target within 5 feet that deals 4d8 force damage on a successful hit.\n\nFor the duration, you cannot cast other spells or concentrate on other spells. The spell ends early if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this spell early on your turn as a bonus action.", "document": "a5esrd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When using a spell slot of 5th- or 6th-level, the damage increases to 5d8.\n\nWhen using a spell slot of 7th- or 8th-level, the damage increases to 6d8\\. When using a spell slot of 9th-level, the damage increases to 7d8.", "target_type": "object", @@ -8778,7 +8506,6 @@ "desc": "You return the target to life, provided its soul is willing and able to return to its body. The creature returns to life with 1 hit point. The spell cannot return an undead creature to life.\n\nThe spell cures any poisons and nonmagical diseases that affected the creature at the time of death. It does not remove any magical diseases, curses, or other magical effects; these must be removed prior to the spell being cast, otherwise they immediately take effect when the creature returns to life.\n\nThe spell does not regrow limbs or organs, and it automatically fails if the target is missing any body parts necessary for life (like its heart or head).\n\nBeing raised from the dead takes a toll on the body, mind, and spirit. The target suffers 3 levels of fatigue and strife. At the conclusion of each long rest, the target removes one level of fatigue and strife until the target completely recovers.", "document": "a5esrd", "level": 5, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8810,7 +8537,6 @@ "desc": "You transform the land around you into a blasted hellscape. When you cast the spell, all nonmagical vegetation in the area immediately dies. In addition, you can create any of the following effects within the area. Fiends are immune to these effects, as are any creatures you specify at the time you cast the spell. A successful dispel magic ends a single effect, not the entire area.\n\nBrimstone Rubble. You can fill any number of unoccupied 5-foot squares in the area with smoldering brimstone. These spaces become difficult terrain. A creature that enters an affected square or starts its turn there takes 2d10 fire damage.\n\nField of Fear. Dread pervades the entire area.\n\nA creature that starts its turn in the area must make a successful Wisdom saving throw or be frightened until the start its next turn. While frightened, a creature must take the Dash action to escape the area by the safest available route on each of its turns. On a successful save, the creature becomes immune to this effect for 24 hours.\n\nSpawning Pits. The ground opens to create up to 6 pits filled with poisonous bile. Each pit fills a 10-foot cube that drops beneath the ground.\n\nWhen this spell is cast, any creature whose space is on a pit may make a Dexterity saving throw, moving to an unoccupied space next to the pit on a success. A creature that enters a pit or starts its turn there takes 15d6 poison damage, or half as much damage on a successful Constitution saving throw. A creature reduced to 0 hit points by this damage immediately dies and rises as a lemure at the start of its next turn. Lemures created this way obey your verbal commands, but they disappear when the spell ends or if they leave the area for any reason.\n\nUnhallowed Spires. Up to four spires of black ice rise from the ground in unoccupied 10-foot squares within the area. Each spire can be up to 66 feet tall and is immune to all damage and magical effects. Whenever a creature within 30 feet of a spire would regain hit points, it does not regain hit points and instead takes 3d6 necrotic damage.\n\nIf you maintain concentration on the spell for the full duration, the effects are permanent until dispelled.", "document": "a5esrd", "level": 9, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -8844,7 +8570,6 @@ "desc": "A black ray of necrotic energy shoots from your fingertip. Make a ranged spell attack against the target. On a hit, the target is weakened and only deals half damage with weapon attacks that use Strength.\n\nAt the end of each of the target's turns, it can make a Strength saving throw, ending the spell on a success.", "document": "a5esrd", "level": 2, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8876,7 +8601,6 @@ "desc": "An icy beam shoots from your outstretched fingers.\n\nMake a ranged spell attack. On a hit, you deal 1d8 cold damage and reduce the target's Speed by 10 feet until the start of your next turn.", "document": "a5esrd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -8908,7 +8632,6 @@ "desc": "You touch a creature, causing its body to spontaneously heal itself. The target immediately regains 4d8 + 15 hit points and regains 10 hit points per minute (1 hit point at the start of each of its turns).\n\nIf the target is missing any body parts, the lost parts are restored after 2 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself.", "document": "a5esrd", "level": 7, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8940,7 +8663,6 @@ "desc": "You return the target to life, provided the target's soul is willing and able to return to its body. If you only have a piece of the target, the spell reforms a new adult body for the soul to inhabit. Once reincarnated the target remembers everything from its former life, and retains all its proficiencies, cultural traits, and class features.\n\nThe target's heritage traits change according to its new form. The Narrator chooses the form of the new body, or rolls on Table: Reincarnation.", "document": "a5esrd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8972,7 +8694,6 @@ "desc": "This spell ends a curse inflicted with a spell slot of 3rd-level or lower. If the curse was instead inflicted by a feature or trait, the spell ends a curse inflicted by a creature of Challenge Rating 6 or lower. If cast on a cursed object of Rare or lesser rarity, this spell breaks the owner's attunement to the item (although it does not end the curse on the object).", "document": "a5esrd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "For each slot level above 3rd, the spell ends a curse inflicted either by a spell one level higher or by a creature with a Challenge Rating two higher. When using a 6th-level spell slot, the spell breaks the owner's attunement to a Very Rare item.\n\nWhen using a 9th-level spell slot, the spell breaks the owner's attunement to a Legendary item.", "target_type": "creature", @@ -9004,7 +8725,6 @@ "desc": "A transparent sphere of force encloses the target.\n\nThe sphere is weightless and just large enough for the target to fit inside. The sphere can be destroyed without harming anyone inside by being dealt at least 15 force damage at once or by being targeted with a dispel magic spell cast using a 4th-level or higher spell slot. The sphere is immune to all other damage, and no spell effects, physical objects, or anything else can pass through, though a target can breathe while inside it. The target cannot be damaged by any attacks or effects originating from outside the sphere, and the target cannot damage anything outside of it.\n\nThe target can use an action to roll the sphere at half its Speed. Similarly, the sphere can be picked up and moved by other creatures.", "document": "a5esrd", "level": 4, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -9036,7 +8756,6 @@ "desc": "The target gains an expertise die to one saving throw of its choice, ending the spell. The expertise die can be rolled before or after the saving throw is made.", "document": "a5esrd", "level": 0, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9068,7 +8787,6 @@ "desc": "Provided the target's soul is willing and able to return to its body, so long as it is not undead it returns to life with all of its hit points.\n\nThe spell cures any poisons and nonmagical diseases that affected the target at the time of death.\n\nIt does not remove any magical diseases, curses, or other magical effects; these must be removed prior to the spell being cast, otherwise they immediately take effect when the target returns to life. The spell closes all mortal wounds and restores any missing body parts.\n\nBeing raised from the dead takes a toll on the body, mind, and spirit. The target takes a -4 penalty to attack rolls, saving throws, and ability checks.\n\nAt the conclusion of each long rest, the penalty is reduced by 1 until the target completely recovers.\n\nResurrecting a creature that has been dead for one year or longer is exhausting. Until you finish a long rest, you can't cast spells again and you have disadvantage on attack rolls, ability checks, and saving throws.", "document": "a5esrd", "level": 7, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9100,7 +8818,6 @@ "desc": "Gravity reverses in the area. Any creatures or objects not anchored to the ground fall upward until they reach the top of the area. A creature may make a Dexterity saving throw to prevent the fall by grabbing hold of something. If a solid object (such as a ceiling) is encountered, the affected creatures and objects impact against it with the same force as a downward fall. When an object or creature reaches the top of the area, it remains suspended there until the spell ends.\n\nWhen the spell ends, all affected objects and creatures fall back down.", "document": "a5esrd", "level": 7, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -9132,7 +8849,6 @@ "desc": "The target returns to life with 1 hit point. The spell does not restore any missing body parts and cannot return to life a creature that died of old age.", "document": "a5esrd", "level": 3, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9164,7 +8880,6 @@ "desc": "One end of the target rope rises into the air until it hangs perpendicular to the ground. At the upper end, a nearly imperceptible entrance opens to an extradimensional space that can fit up to 8 Medium or smaller creatures. The entrance can be reached by climbing the rope. Once inside, the rope can be pulled into the extradimensional space.\n\nNo spells or attacks can cross into or out of the extradimensional space. Creatures inside the extradimensional space can see out of a 3-foot-by- 5-foot window centered on its entrance. Creatures outside the space can spot the entrance with a Perception check against your spell save DC. If they can reach it, creatures can pass in and out of the space.\n\nWhen the spell ends, anything inside the extradimensional space falls to the ground.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9196,7 +8911,6 @@ "desc": "As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage.", "document": "a5esrd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -9228,7 +8942,6 @@ "desc": "You ward a creature against intentional harm.\n\nAny creature that makes an attack against or casts a harmful spell against the target must first make a Wisdom saving throw. On a failed save, the attacking creature must choose a different creature to attack or it loses the attack or spell. This spell doesn't protect the target from area effects, such as an explosion.\n\nThis spell ends early when the target attacks or casts a spell that affects an enemy creature.", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9260,7 +8973,6 @@ "desc": "Three rays of blazing orange fire shoot from your fingertips. Make a ranged spell attack for each ray.\n\nOn a hit, the target takes 2d6 fire damage.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "Create an additional ray for each slot level above 2nd.", "target_type": "creature", @@ -9294,7 +9006,6 @@ "desc": "You can see and hear a specific creature that you choose. The difficulty of the saving throw for this spell is modified by your knowledge of the target and whether you possess a physical item with a connection to the target.\n\nOn a failed save, you can see and hear the target through an invisible sensor that appears within 10 feet of it and moves with the target. Any creature who can see invisibility or rolls a critical success on its saving throw perceives the sensor as a fist-sized glowing orb hovering in the air. Creatures cannot see or hear you through the sensor.\n\nIf you choose to target a location, the sensor appears at that location and is immobile.", "document": "a5esrd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9326,7 +9037,6 @@ "desc": "You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete. Each creature in the area takes 3d4 psychic damage and is deafened for 1 round.\n\nCreatures who are unable to hear the equation, immune to psychic damage, or who have an Intelligence score lower than 4 are immune to this spell.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "Creatures are deafened for 1 additional round for each slot level above 1st.", "target_type": "creature", @@ -9360,7 +9070,6 @@ "desc": "You stash a chest and its contents on the Ethereal Plane. To do so, you must touch the chest and its Tiny replica. The chest can hold up to 12 cubic feet of nonliving matter. Food stored in the chest spoils after 1 day.\n\nWhile the chest is in the Ethereal Plane, you can recall it to you at any point by using an action to touch the Tiny replica. The chest reappears in an unoccupied space on the ground within 5 feet of you. You can use an action at any time to return the chest to the Ethereal Plane so long as you are touching both the chest and its Tiny replica.\n\nThis effect ends if you cast the spell again on a different chest, if the replica is destroyed, or if you use an action to end the spell. After 60 days without being recalled, there is a cumulative 5% chance per day that the spell effect will end. If for whatever reason the spell ends while the chest is still in the Ethereal Plane, the chest and all of its contents are lost.", "document": "a5esrd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9392,7 +9101,6 @@ "desc": "You can see invisible creatures and objects, and you can see into the Ethereal Plane. Ethereal creatures and objects appear translucent.", "document": "a5esrd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9424,7 +9132,6 @@ "desc": "Up to four seeds appear in your hand and are infused with magic for the duration. As an action, a creature can throw one of these seeds at a point up to 60 feet away. Each creature within 5 feet of that point makes a Dexterity saving throw or takes 4d6 piercing damage. Depending on the material component used, a seed bomb also causes one of the following additional effects: Pinecone. Seed shrapnel explodes outward.\n\nA creature in the area of the exploding seed bomb makes a Constitution saving throw or it is blinded until the end of its next turn.\n\nSunflower. Seeds enlarge into a blanket of pointy needles. The area affected by the exploding seed bomb becomes difficult terrain for the next minute.\n\nTumbleweed. The weeds unravel to latch around creatures. A creature in the area of the exploding seed bomb makes a Dexterity saving throw or it becomes grappled until the end of its next turn.", "document": "a5esrd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -9458,7 +9165,6 @@ "desc": "Until the spell ends or you use an action to dispel it, you can change the appearance of the targets. The spell disguises their clothing, weapons, and items as well as changes to their physical appearance. An unwilling target can make a Charisma saving throw to avoid being affected by the spell.\n\nYou can alter the appearance of the target as you see fit, including but not limited to: its heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex and any other distinguishing features.\n\nYou cannot disguise the target as a creature of a different size category, and its limb structure remains the same; for example if it's bipedal, you can't use this spell to make it appear as a quadruped.\n\nThe disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.", "document": "a5esrd", "level": 5, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9490,7 +9196,6 @@ "desc": "You send a message of 25 words or less to the target. It recognizes you as the sender and can reply immediately in kind. The message travels across any distance and into other planes of existence. If the target is on a different plane of existence than you, there is a 5% chance it doesn't receive your message. A target with an Intelligence score of at least 1 understands your message as you intend it (whether you share a language or not).", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9522,7 +9227,6 @@ "desc": "You magically hide away a willing creature or object. The target becomes invisible, and it cannot be traced or detected by divination or scrying sensors. If the target is a living creature, it falls into a state of suspended animation and stops aging.\n\nThe spell ends when the target takes damage or a condition you set occurs. The condition can be anything you choose, like a set amount of time or a specific event, but it must occur within or be visible within 1 mile of the target.", "document": "a5esrd", "level": 7, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9554,7 +9258,6 @@ "desc": "You assume the form of a creature of a Challenge Rating equal to or lower than your level. The creature cannot be an undead or a construct, and it must be a creature you have seen. You change into the average version of that creature, and do not gain any class levels or the Spellcasting trait.\n\nUntil the spell ends or you are dropped to 0 hit points, your game statistics (including your hit points) are replaced by the statistics of the chosen creature, though you keep your Charisma, Intelligence, and Wisdom scores. You also keep your skill and saving throw proficiencies as well as gaining the creature's. However, if you share a proficiency with the creature, and the creature's bonus is higher than yours, you use the creature's bonus. You keep all of your features, skills, and traits gained from your class, heritage, culture, background, or other sources, and can use them as long as the creature is physically capable of doing so. You do not keep any special senses, such as darkvision, unless the creature also has them. You can only speak if the creature is typically capable of speech. You cannot use legendary actions or lair actions. Your gear melds into the new form. Equipment that merges with your form has no effect until you leave the form.\n\nWhen you revert to your normal form, you return to the number of hit points you had before you transformed. If the spell's effect on you ends early from dropping to 0 hit points, any excess damage carries over to your normal form and knocks you unconscious if the damage reduces you to 0 hit points.\n\nUntil the spell ends, you can use an action to change into another form of your choice. The new form follows all the rules as the previous form, with one exception: if the new form has more hit points than your previous form, your hit points remain at their previous value.", "document": "a5esrd", "level": 9, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9586,7 +9289,6 @@ "desc": "An ear-splitting ringing sound emanates through the area. Creatures in the area take 3d8 thunder damage. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw.\n\nAny nonmagical items within the area that are not worn or carried also take damage.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 2nd.", "target_type": "area", @@ -9618,7 +9320,6 @@ "desc": "You create three orbs of jagged broken glass and hurl them at targets within range. You can hurl them at one target or several.\n\nMake a ranged spell attack for each orb. On a hit, the target takes 2d4 slashing damage and the shards of broken glass remain suspended in midair, filling the area they occupy (or 5 feet of the space they occupy if the creature is Large-sized or larger) with shards of suspended broken glass. Whenever a creature enters an area of broken glass for the first time or starts its turn there, it must succeed on a Dexterity saving throw or take 2d4 slashing damage.\n\nThe shards of broken glass dissolve into harmless wisps of sand and blow away after 1 minute.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "You create one additional orb for each slot level above 2nd.", "target_type": "area", @@ -9652,7 +9353,6 @@ "desc": "You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9684,7 +9384,6 @@ "desc": "Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2.", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The bonus to AC increases by +1 for every three slot levels above 1st.", "target_type": "creature", @@ -9716,7 +9415,6 @@ "desc": "You imbue the target with nature's magical energy. Until the spell ends, the target becomes a magical weapon (if it wasn't already), its damage becomes 1d8, and you can use your spellcasting ability instead of Strength for melee attack and damage rolls made using it. The spell ends if you cast it again or let go of the target.", "document": "a5esrd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -9748,7 +9446,6 @@ "desc": "Electricity arcs from your hand to shock the target. Make a melee spell attack (with advantage if the target is wearing armor made of metal). On a hit, you deal 1d8 lightning damage, and the target can't take reactions until the start of its next turn as the electricity courses through its body.", "document": "a5esrd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -9780,7 +9477,6 @@ "desc": "Until the spell ends, a bubble of silence envelops the area, and no sound can travel in or out of it.\n\nWhile in the area a creature is deafened and immune to thunder damage. Casting a spell that requires a vocalized component is impossible while within the area.", "document": "a5esrd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "area", @@ -9812,7 +9508,6 @@ "desc": "You create an illusory image of a creature, object, or other visible effect within the area. The illusion is purely visual, it cannot produce sound or smell, and items and other creatures pass through it.\n\nAs an action, you can move the image to any point within range. The image's movement can be natural and lifelike (for example, a ball will roll and a bird will fly).\n\nA creature can spend an action to make an Investigation check against your spell save DC to determine if the image is an illusion. On a success, it is able to see through the image.", "document": "a5esrd", "level": 1, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9844,7 +9539,6 @@ "desc": "You sculpt an illusory duplicate of the target from ice and snow. The duplicate looks exactly like the target and uses all the statistics of the original, though it is formed without any gear, and has only half of the target's hit point maximum. The duplicate is a creature, can take actions, and be affected like any other creature. If the target is able to cast spells, the duplicate cannot cast spells of 7th-level or higher.\n\nThe duplicate is friendly to you and creatures you designate. It follows your spoken commands, and moves and acts on your turn in combat. It is a static creature and it does not learn, age, or grow, so it never increases in levels and cannot regain any spent spell slots.\n\nWhen the simulacrum is damaged you can repair it in an alchemy lab using components worth 100 gold per hit point it regains. The simulacrum remains until it is reduced to 0 hit points, at which point it crumbles into snow and melts away immediately.\n\nIf you cast this spell again, any existing simulacrum you have created with this spell is instantly destroyed.", "document": "a5esrd", "level": 7, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9876,7 +9570,6 @@ "desc": "You send your enemies into a magical slumber.\n\nStarting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area fall unconscious in ascending order according to their hit points. Slumbering creatures stay asleep until the spell ends, they take damage, or someone uses an action to physically wake them.\n\nAs each target falls asleep, subtract its hit points from the total before moving on to the next target.\n\nA target's hit points must be equal to or less than the total remaining for the spell to have any effect.\n\nIf the spell puts no creatures to sleep, the creature in the area with the lowest hit point total is rattled until the beginning of its next turn.\n\nConstructs and undead are not affected by this spell.", "document": "a5esrd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The spell affects an additional 2d10 hit points worth of creatures for each slot level above 1st.", "target_type": "point", @@ -9908,7 +9601,6 @@ "desc": "You conjure a storm of freezing rain and sleet in the area. The ground in the area is covered with slick ice that makes it difficult terrain, exposed flames in the area are doused, and the area is heavily obscured.\n\nWhen a creature enters the area for the first time on a turn or starts its turn there, it makes a Dexterity saving throw or falls prone.\n\nWhen a creature concentrating on a spell starts its turn in the area or first enters into the area on a turn, it makes a Constitution saving throw or loses concentration.", "document": "a5esrd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -9940,7 +9632,6 @@ "desc": "You alter the flow of time around your targets and they become slowed. On a successful saving throw, a target is rattled until the end of its next turn.\n\nIn addition, if a slowed target casts a spell with a casting time of 1 action, roll a d20\\. On an 11 or higher, the target doesn't finish casting the spell until its next turn. The target must use its action on that turn to complete the spell or the spell fails.\n\nAt the end of each of its turns, a slowed target repeats the saving throw to end the spell's effect on it.", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -9972,7 +9663,6 @@ "desc": "The target's hands harden with inner power, turning dexterous fingers into magical iron cudgels.\n\nUntil the spell ends, the target drops anything it is holding and cannot use its hands to grasp objects or perform complex tasks. A target can still cast any spell that does not specifically require its hands.\n\nWhen making unarmed strikes, the target can use its spellcasting ability or Dexterity (its choice) instead of Strength for the attack and damage rolls of unarmed strikes. In addition, the target's unarmed strikes deal 1d8 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -10004,7 +9694,6 @@ "desc": "A jolt of healing energy flows through the target and it becomes stable.", "document": "a5esrd", "level": 0, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10036,7 +9725,6 @@ "desc": "You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness is filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things they have recently perceived. At the Narrator's discretion, you might be able to persuade a beast to perform a small favor for you.", "document": "a5esrd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10068,7 +9756,6 @@ "desc": "You call forth the target's memories, animating it enough to answer 5 questions. The corpse's knowledge is limited: it knows only what it knew in life and cannot learn new information or speak about anything that has occurred since its death. It speaks only in the languages it knew, and is under no compulsion to offer a truthful answer if it has reason not to. Answers might be brief, cryptic, or repetitive.\n\nThis spell does not return a departed soul, nor does it have any effect on an undead corpse, or one without a mouth.", "document": "a5esrd", "level": 3, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10100,7 +9787,6 @@ "desc": "Your voice takes on a magical timbre, awakening the targets to limited sentience. Until the spell ends, the targets can communicate with you and follow simple commands, telling you about recent events including creatures that have passed, weather, and nearby locations.\n\nThe targets have a limited mobility: they can move their branches, tendrils, and stalks freely. This allows them to turn ordinary terrain into difficult terrain, or make difficult terrain caused by vegetation into ordinary terrain for the duration as vines and branches move at your request. This spell can also release a creature restrained by an entangle spell.\n\nAt the Narrator's discretion the targets may be able to perform other tasks, though each must remain rooted in place. If a plant creature is in the area, you can communicate with it but it is not compelled to follow your requests.", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10132,7 +9818,6 @@ "desc": "The target gains the ability to walk on walls and upside down on ceilings, as well as a climbing speed equal to its base Speed.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "You can affect one additional target for each slot level above 2nd.", "target_type": "creature", @@ -10164,7 +9849,6 @@ "desc": "You cause sharp spikes and thorns to sprout in the area, making it difficult terrain. When a creature enters or moves within the area, it takes 2d4 piercing damage for every 5 feet it travels.\n\nYour magic causes the ground to look natural. A creature that can't see the area when the spell is cast can spot the hazardous terrain just before entering it by making a Perception check against your spell save DC.", "document": "a5esrd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -10198,7 +9882,6 @@ "desc": "You call down spirits of divine fury, filling the area with flitting spectral forms. You choose the form taken by the spirits.\n\nCreatures of your choice halve their Speed while in the area. When a creature enters the area for the first time on a turn or starts its turn there, it takes 3d6 radiant or necrotic damage (your choice).", "document": "a5esrd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "area", @@ -10233,7 +9916,6 @@ "desc": "You create a floating, incandescent weapon with an appearance of your choosing and use it to attack your enemies. On the round you cast it, you can make a melee spell attack against a creature within 5 feet of the weapon that deals force damage equal to 1d8 + your spellcasting ability modifier.\n\nAs a bonus action on subsequent turns until the spell ends, you can move the weapon up to 20 feet and make another attack against a creature within 5 feet of it.", "document": "a5esrd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d8 for every two slot levels above 2nd.", "target_type": "creature", @@ -10265,7 +9947,6 @@ "desc": "You throw a mushroom at a point within range and detonate it, creating a cloud of spores that fills the area. The cloud of spores travels around corners, and the area is considered lightly obscured for everyone except you. Creatures and objects within the area are covered in spores.\n\nUntil the spell ends, you know the exact location of all affected objects and creatures. Any attack roll you make against an affected creature or object has advantage, and the affected creatures and objects can't benefit from being invisible.", "document": "a5esrd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -10297,7 +9978,6 @@ "desc": "You create a roiling, noxious cloud that hinders creatures and leaves them retching. The cloud spreads around corners and lingers in the air until the spell ends.\n\nThe area is heavily obscured. A creature in the area at the start of its turn makes a Constitution saving throw or uses its action to retch and reel.\n\nCreatures that don't need to breathe or are immune to poison automatically succeed on the save.\n\nA moderate wind (10 miles per hour) disperses the cloud after 4 rounds, a strong wind (20 miles per hour) after 1 round.", "document": "a5esrd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The spell's area increases by 5 feet for every 2 slot levels above 3rd.", "target_type": "creature", @@ -10329,7 +10009,6 @@ "desc": "You reshape the target into any form you choose.\n\nFor example, you could shape a large rock into a weapon, statue, or chest, make a small passage through a wall (as long as it isn't more than 5 feet thick), seal a stone door shut, or create a hiding place. The target can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "document": "a5esrd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "You may select one additional target for every slot level above 4th.", "target_type": "object", @@ -10361,7 +10040,6 @@ "desc": "Until the spell ends, the target's flesh becomes as hard as stone and it gains resistance to nonmagical bludgeoning, piercing, and slashing damage.", "document": "a5esrd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When using a 7th-level spell slot, the target gains resistance to magical bludgeoning, piercing, and slashing damage.", "target_type": "creature", @@ -10393,7 +10071,6 @@ "desc": "You must be able to move in order to cast this spell.\n\nYou leap into the air and flash across the battlefield, arriving feet-first with the force of a thunderbolt. As part of casting this spell, make a ranged spell attack against a creature you can see within range. If you hit, you instantly flash to an open space of your choosing adjacent to the target, dealing bludgeoning damage equal to 1d6 + your spellcasting modifier plus 3d8 thunder damage and 6d8 lightning damage. If your unarmed strike normally uses a larger die, use that instead of a d6\\. If you miss, you may still choose to teleport next to the target.", "document": "a5esrd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When using a 6th-level spell slot or higher, if you are able to make more than one attack when you take the Attack action, you may make an additional melee weapon attack against the target. When using a 7th-level spell slot, you may choose an additional target within 30 feet of the target for each spell slot level above 6th, forcing each additional target to make a Dexterity saving throw or take 6d8 lightning damage.", "target_type": "creature", @@ -10425,7 +10102,6 @@ "desc": "You conjure a churning storm cloud that spreads to cover the target area. As it forms, lightning and thunder mix with howling winds, and each creature beneath the cloud makes a Constitution saving throw or takes 2d6 thunder damage and becomes deafened for 5 minutes.\n\nUntil the spell ends, at the start of your turn the cloud produces additional effects: Round 2\\. Acidic rain falls throughout the area dealing 1d6 acid damage to each creature and object beneath the cloud.\n\nRound 3\\. Lightning bolts strike up to 6 creatures or objects of your choosing that are beneath the cloud (no more than one bolt per creature or object). A creature struck by this lightning makes a Dexterity saving throw, taking 10d6 lightning damage on a failed save, or half damage on a successful save.\n\nRound 4\\. Hailstones fall throughout the area dealing 2d6 bludgeoning damage to each creature beneath the cloud.\n\nRound 5�10\\. Gusts and freezing rain turn the area beneath the cloud into difficult terrain that is heavily obscured. Ranged weapon attacks are impossible while a creature or its target are beneath the cloud. When a creature concentrating on a spell starts its turn beneath the cloud or enters into the area, it makes a Constitution saving throw or loses concentration. Gusts of strong winds between 20�50 miles per hour automatically disperse fog, mists, and similar effects (whether mundane or magical). Finally, each creature beneath the cloud takes 1d6 cold damage.", "document": "a5esrd", "level": 9, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -10459,7 +10135,6 @@ "desc": "Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The target is magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the target to perform an action that is obviously harmful to it ends the spell.\n\nThe target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell, and if it requires less time the spell ends after the target has carried out the activity.\n\nYou may specify trigger conditions that cause the target to perform a specific activity while the spell lasts. For example, you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends, the specific activity isn't performed.\n\nAny damage done to the target by you or an ally ends the spell for that creature.", "document": "a5esrd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When using a 4th-level spell slot, the duration is concentration, up to 24 hours. When using a 5th-level spell slot, the duration is 7 days. When using a 7th-level spell slot, the duration is 1 year. When using a 9th-level spell slot, the suggestion lasts until it is dispelled.\n\nAny use of a 5th-level or higher spell slot grants a duration that doesn't require concentration.", "target_type": "creature", @@ -10491,7 +10166,6 @@ "desc": "Oozes and undead have disadvantage on saving throws made to resist this spell. A beam of radiant sunlight streaks from your hand. Each creature in the area takes 6d8 radiant damage and is blinded for 1 round.\n\nUntil the spell ends, you can use an action on subsequent turns to create a new beam of sunlight and a mote of brilliant radiance lingers on your hand, shedding bright light in a 30-foot radius and dim light an additional 30 feet. This light is sunlight.", "document": "a5esrd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "When using an 8th-level spell slot the damage increases by 1d8.", "target_type": "creature", @@ -10525,7 +10199,6 @@ "desc": "Oozes and undead have disadvantage on saving throws made to resist this spell. You create a burst of radiant sunlight that fills the area. Each creature in the area takes 12d6 radiant damage and is blinded for 1 minute. A creature blinded by this spell repeats its saving throw at the end of each of its turns, ending the blindness on a successful save.\n\nThis spell dispels any magical darkness in its area.", "document": "a5esrd", "level": 8, - "school_old": "Evocation", "school": "evocation", "higher_level": "When using a 9th-level spell slot the damage increases by 2d6.", "target_type": "area", @@ -10559,7 +10232,6 @@ "desc": "You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.\n\nDescribe the actions a creature must perform to trigger the spell, such as approaching within a certain distance, opening or touching the object the glyph is inscribed on, or seeing or reading the glyph. The creature must have a clear path to the glyph to trigger it. You can specify certain creatures which don't trigger the spell, such as those with a certain appearance or those who speak a certain phrase. Once the glyph is triggered, the spell ends.\n\nWhen triggered, the glyph sheds dim light in a 60-foot radius for 10 minutes, after which the spell ends. Each creature within the sphere's area is targeted by the glyph, as are creatures that enter the sphere for the first time on a turn.\n\nWhen you cast the spell, choose one of the following effects.\n\nDeath: Creatures in the area make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much on a successful save.\n\nDiscord: Creatures in the area make a Constitution saving throw or bicker and argue with other creatures for 1 minute. While bickering, a creature cannot meaningfully communicate and it has disadvantage on attack rolls and ability checks.\n\nConfused: Creatures in the area make an Intelligence saving throw or become confused for 1 minute.\n\nFear: Creatures in the area make a Wisdom saving throw or are frightened for 1 minute.\n\nWhile frightened, a creature drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns.\n\nHopelessness: Creatures in the area make a Charisma saving throw or become overwhelmed with despair for 1 minute. While despairing, a creature can't attack or target any creature with harmful features, spells, traits, or other magical effects.\n\nPain: Creatures in the area make a Constitution saving throw or become incapacitated for 1 minute.\n\nSleep: Creatures in the area make a Wisdom saving throw or fall unconscious for 10 minutes.\n\nA sleeping creature awakens if it takes damage or an action is used to wake it.\n\nStunning: Creatures in the area make a Wisdom saving throw or become stunned for 1 minute.", "document": "a5esrd", "level": 7, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10591,7 +10263,6 @@ "desc": "You quietly play a tragedy, a song that fills those around you with magical sorrow. Each creature in the area makes a Charisma saving throw at the start of its turn. On a failed save, a creature takes 2d4 psychic damage, it spends its action that turn crying, and it can't take reactions until the start of its next turn. Creatures that are immune to the charmed condition automatically succeed on this saving throw.\n\nIf a creature other than you hears the entire song (remaining within the spell's area from the casting through the duration) it is so wracked with sadness that it is stunned for 1d4 rounds.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 4, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The damage increases by 2d4 for each slot level above 4th.", "target_type": "creature", @@ -10625,7 +10296,6 @@ "desc": "You move the target with the power of your mind.\n\nUntil the spell ends you can use an action on subsequent turns to pick a new target or continue to affect the same target. Depending on whether you target a creature or an object, the spell has the following effects:\n\n**Creature.** The target makes a Strength check against your spell save DC or it is moved up to 30 feet in any direction and restrained (even in mid-air) until the end of your next turn. You cannot move a target beyond the range of the spell.\n\n**Object.** You move the target 30 feet in any direction. If the object is worn or carried by a creature, that creature can make a Strength check against your spell save DC. If the target fails, you pull the object away from that creature and can move it up to 30 feet in any direction, but not beyond the range of the spell.\n\nYou can use telekinesis to finely manipulate objects as though you were using them yourself—you can open doors and unscrew lids, dip a quill in ink and make it write, and so on.", "document": "a5esrd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When using an 8th-level spell slot, this spell does not require your concentration.", "target_type": "creature", @@ -10657,7 +10327,6 @@ "desc": "Until the spell ends, a telepathic link connects the minds of the targets. So long as they remain on the same plane of existence, targets may communicate telepathically with each other regardless of language and across any distance.", "document": "a5esrd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell's duration increases by 1d4 hours for each slot level above 5th.", "target_type": "creature", @@ -10689,7 +10358,6 @@ "desc": "You teleport the targets instantly across vast distances. When you cast this spell, choose a destination. You must know the location you're teleporting to, and it must be on the same plane of existence.\n\nTeleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you're teleporting to. When you teleport, the Narrator rolls 1d100 and consults Table: Teleport Familiarity.\n\nFamiliarity is determined as follows: Permanent Circle: A permanent teleportation circle whose sigil sequence you know (see teleportation circle).\n\nAssociated Object: You have an object taken from the target location within the last 6 months, such as a piece of wood from the pew in a grand temple or a pinch of grave dust from a vampire's hidden redoubt.\n\nVery Familiar: A place you have frequented, carefully studied, or can see at the time you cast the spell.\n\nSeen Casually: A place you have seen more than once but don't know well. This could be a castle you've passed by but never visited, or the farms you look down on from your tower of ivory.\n\nViewed Once: A place you have seen once, either in person or via magic.\n\nDescription: A place you only know from someone else's description (whether spoken, written, or even marked on a map).\n\nFalse Destination: A place that doesn't actually exist. This typically happens when someone deceives you, either intentionally (like a wizard creating an illusion to hide their actual tower) or unintentionally (such as when the location you attempt to teleport to no longer exists).\n\nYour arrival is determined as follows: On Target: You and your targets arrive exactly where you mean to.\n\nOff Target: You and your targets arrive some distance away from the target in a random direction. The further you travel, the further away you are likely to arrive. You arrive off target by a number of miles equal to 1d10 × 1d10 percent of the total distance of your trip.\n\nIf you tried to travel 1, 000 miles and roll a 2 and 4 on the d10s, you land 6 percent off target and arrive 60 miles away from your intended destination in a random direction. Roll 1d8 to randomly determine the direction: 1—north, 2 —northeast, 3 —east, 4 —southeast, 5—south, 6 —southwest, 7—west, 8—northwest.\n\nSimilar Location: You and your targets arrive in a different location that somehow resembles the target area. If you tried to teleport to your favorite inn, you might end up at a different inn, or in a room with much of the same decor.\n\nTypically you appear at the closest similar location, but that is not always the case.\n\nMishap: The spell's magic goes awry, and each teleporting creature or object takes 3d10 force damage. The Narrator rerolls on the table to determine where you arrive. When multiple mishaps occur targets take damage each time.", "document": "a5esrd", "level": 7, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -10723,7 +10391,6 @@ "desc": "You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.\n\nPermanent teleportation circles are commonly found within major temples, guilds, and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.\n\nWhen you cast teleportation circle, you inscribe runes that match the sigil sequence of a teleportation circle you know. When you first gain the ability to cast this spell, you learn the sigil sequences for 2 destinations on the Material Plane, determined by the Narrator. You can learn a new sigil sequence with 1 minute of observation and study.\n\nCasting the spell in the same location every day for a year creates a permanent teleportation circle with its own unique sigil sequence. You do not need to teleport when casting the spell to make a permanent destination.", "document": "a5esrd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10755,7 +10422,6 @@ "desc": "You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:\n\n* Your voice booms up to three times louder than normal\n* You cause flames to flicker, brighten, dim, or change color\n* You send harmless tremors throughout the ground.\n* You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon's roar at a point of your choosing within range.\n* You instantaneously cause an unlocked door or window to fly open or slam shut.\n* You alter the appearance of your eyes.\n\nLingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn.", "document": "a5esrd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -10787,7 +10453,6 @@ "desc": "You create a wave of thunderous force, damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you.\n\nUnsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", @@ -10819,7 +10484,6 @@ "desc": "You stop time, granting yourself extra time to take actions. When you cast the spell, the world is frozen in place while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThe spell ends if you move more than 1, 000 feet from where you cast the spell, or if you affect either a creature other than yourself or an object worn or carried by someone else.", "document": "a5esrd", "level": 9, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10851,7 +10515,6 @@ "desc": "You create an immobile dome of protective force that provides shelter and can be used as a safe haven (Chapter 4: Exploration in Trials & Treasures). The dome is of a color of your choosing, can't be seen through from the outside, is transparent on the inside, and can fit up to 10 Medium creatures (including you) within.\n\nThe dome prevents inclement weather and environmental effects from passing through it, though creatures and objects may pass through freely. Spells and other magical effects can't cross the dome in either direction, and the dome provides a comfortable dry interior no matter the conditions outside of it. You can command the interior to become dimly lit or dark at any time on your turn.\n\nThe spell fails if a Large creature or more than 10 creatures are inside the dome. The spell ends when you leave the dome.", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10883,7 +10546,6 @@ "desc": "The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.", "document": "a5esrd", "level": 3, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10915,7 +10577,6 @@ "desc": "You create a magical pathway between the target and a second plant that you've seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.", "document": "a5esrd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10947,7 +10608,6 @@ "desc": "Until the spell ends, creatures have disadvantage on Sleight of Hand checks made against the target.\n\nIf a creature fails a Sleight of Hand check to steal from the target, the ward creates a loud noise and a flash of bright light easily heard and seen by creatures within 100 feet.", "document": "a5esrd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10979,7 +10639,6 @@ "desc": "Until the spell ends, once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree. If you have no movement left, you appear within 5 feet of the tree you entered.", "document": "a5esrd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "Target one additional creature within reach for each slot level above 5th.", "target_type": "creature", @@ -11011,7 +10670,6 @@ "desc": "The target is transformed until it drops to 0 hit points or the spell ends. You can make the transformation permanent by concentrating on the spell for the full duration.\n\nCreature into Creature: The target's body is transformed into a creature with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating, use its level.\n\nThe target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen creature. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.\n\nObject into Creature: The target is transformed into any kind of creature, as long as the creature's size isn't larger than the object's size and it has a Challenge Rating of 9 or less. The creature is friendly to you and your allies and acts on each of your turns. You decide what action it takes and how it moves. The Narrator has the creature's statistics and resolves all of its actions and movement.\n\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n\nCreature into Object: You turn the target and whatever it is wearing and carrying into an object. The target's game statistics are replaced by the statistics of the chosen object. The target has no memory of time spent in this form, and when the spell ends it returns to its normal form.", "document": "a5esrd", "level": 9, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -11043,7 +10701,6 @@ "desc": "Provided the target's soul is willing and able to return to its body, it returns to life with all of its hit points.\n\nThe spell cures any poisons and diseases that affected the target at the time of death, closes all mortal wounds, and restores any missing body parts.\n\nIf no body (or body parts) exist, you can still cast the spell but must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. This option requires diamonds worth at least 50, 000 gold (consumed by the spell).", "document": "a5esrd", "level": 9, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11075,7 +10732,6 @@ "desc": "Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.", "document": "a5esrd", "level": 6, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11107,7 +10763,6 @@ "desc": "You gain an innate understanding of the defenses of a creature or object in range. You have advantage on your first attack roll made against the target before the end of your next turn.", "document": "a5esrd", "level": 0, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11139,7 +10794,6 @@ "desc": "A meteor ripped from diabolical skies streaks through the air and explodes at a point you can see 100 feet directly above you. The spell fails if you can't see the point where the meteor explodes.\n\nEach creature within range that can see the meteor (other than you) makes a Dexterity saving throw or is blinded until the end of your next turn. Fiery chunks of the meteor then plummet to the ground at different areas you choose within range. Each creature in an area makes a Dexterity saving throw, taking 6d6 fire damage and 6d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature in more than one area is affected only once.\n\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", "document": "a5esrd", "level": 7, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -11171,7 +10825,6 @@ "desc": "You create an invisible, mindless, shapeless force to perform simple tasks. The servant appears in an unoccupied space on the ground that you can see and endures until it takes damage, moves more than 60 feet away from you, or the spell ends. It has AC 10, a Strength of 2, and it can't attack.\n\nYou can use a bonus action to mentally command it to move up to 15 feet and interact with an object.\n\nThe servant can do anything a humanoid servant can do —fetching things, cleaning, mending, folding clothes, lighting fires, serving food, pouring wine, and so on. Once given a command the servant performs the task to the best of its ability until the task is completed, then waits for its next command.", "document": "a5esrd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "You create an additional servant for each slot level above 1st.", "target_type": "point", @@ -11203,7 +10856,6 @@ "desc": "Shadows roil about your hand and heal you by siphoning away the life force from others. On the round you cast it, and as an action on subsequent turns until the spell ends, you can make a melee spell attack against a creature within your reach.\n\nOn a hit, you deal 3d6 necrotic damage and regain hit points equal to half the amount of necrotic damage dealt.", "document": "a5esrd", "level": 3, - "school_old": "Necromancy", "school": "evocation", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -11235,7 +10887,6 @@ "desc": "You cause a searing poison to burn quickly through the target's wounds, dealing 1d6 poison damage. The target regains 2d4 hit points at the start of each of its turns for the next 1d4+1 rounds.", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "For each slot level above 2nd, the initial damage increases by 1d6 and target regains an additional 1d4 hit points.", "target_type": "point", @@ -11267,7 +10918,6 @@ "desc": "You verbally insult or mock the target so viciously its mind is seared. As long as the target hears you (understanding your words is not required) it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.", "document": "a5esrd", "level": 0, - "school_old": "Enchantment", "school": "evocation", "higher_level": "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", @@ -11301,7 +10951,6 @@ "desc": "You create a wall of fire on a solid surface. The wall can be up to 60 feet long (it does not have to be a straight line; sections of the wall can angle as long as they are contiguous), 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall blocks sight.\n\nWhen the wall appears, each creature within its area makes a Dexterity saving throw, taking 5d8 fire damage on a failed save, or half as much damage on a successful save.\n\nOne side of the wall (chosen when the spell is cast) deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall itself for the first time on a turn or ends its turn there. The other side of the wall deals no damage.", "document": "a5esrd", "level": 4, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -11333,7 +10982,6 @@ "desc": "A squirming wall of bodies, groping arms and tentacles, and moaning, biting mouths heaves itself up from the ground at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. The wall can have any shape you desire.\n\nIf the wall enters a creature's space when it appears, the creature makes a Dexterity saving throw, and on a success it moves up to its Speed to escape. On a failed save, it is swallowed by the wall (as below).\n\nWhen a creature enters the area for the first time on a turn or starts its turn within 10 feet of the wall, tentacles and arms reach out to grab it. The creature makes a Dexterity saving throw or takes 5d8 bludgeoning damage and becomes grappled. If the creature was already grappled by the wall at the start of its turn and fails its saving throw, a mouth opens in the wall and swallows the creature.\n\nA creature swallowed by the wall takes 5d8 ongoing bludgeoning damage and is blinded, deafened, and restrained.\n\nA creature grappled or restrained by the wall can use its action to make a Strength saving throw against your spell save DC. On a success, a grappled creature frees itself and a restrained creature claws its way out of the wall's space, exiting to an empty space next to the wall and still grappled.", "document": "a5esrd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above the 6th.", "target_type": "point", @@ -11367,7 +11015,6 @@ "desc": "You create an invisible wall of force at a point you choose. The wall is a horizontal or vertical barrier, or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere, either with a radius of up to 10 feet. You may also choose to create a flat surface made up of a contiguous group of ten 10-foot square sections. The wall is 1/4 inch thick.\n\nIf the wall enters a creature's space when it appears, the creature is pushed to one side of the wall (your choice), but when a creature would be surrounded on all sides by the wall (or the wall and another solid surface), it can use its reaction to make a Dexterity saving throw to move up to its Speed to escape. Any creature without a special sense like blindsight has disadvantage on this saving throw.\n\nNothing can physically pass through the wall.\n\nIt can be destroyed with dispel magic cast using a spell slot of at least 5th-level or by being dealt at least 25 force damage at once. It is otherwise immune to damage. The wall also extends into the Ethereal Plane, blocking ethereal travel through it.", "document": "a5esrd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -11399,7 +11046,6 @@ "desc": "You create a wall of ice on a solid surface. You can form it into a hemispherical dome or a sphere, either with a radius of up to 10 feet. You may also choose to create a flat surface made up of a contiguous group of ten 10-foot square sections. The wall is 1 foot thick.\n\nIf the wall enters a creature's space when it appears, the creature is pushed to one side of it (your choice).\n\nIn addition, the creature makes a Dexterity saving throw, taking 10d6 cold damage on a failed save, or half as much damage on a success.\n\nThe wall is an object with vulnerability to fire damage, with AC 12 and 30 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 cold damage on a failed save, or half as much damage on a successful one.", "document": "a5esrd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.", "target_type": "creature", @@ -11431,7 +11077,6 @@ "desc": "A nonmagical wall of solid stone appears at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. Alternatively, you can create 10-foot-by-20- foot sections that are only 3 inches thick.\n\nThe wall can have any shape you desire, though it can't occupy the same space as a creature or object.\n\nThe wall doesn't need to be vertical or rest on any firm foundation but must merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.\n\nIf the wall enters a creature's space when it appears, the creature is pushed to one side of the wall (your choice), but when a creature would be surrounded on all sides by the wall (or the wall and another solid surface), it can use its reaction to make a Dexterity saving throw to move up to its Speed to escape.\n\nIf you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on.\n\nThe wall is an object made of stone. Each panel has AC 15 and 30 hit points per inch of thickness.\n\nReducing a panel to 0 hit points destroys it and at the Narrator's discretion might cause connected panels to collapse.\n\nYou can make the wall permanent by concentrating on the spell for the full duration.", "document": "a5esrd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -11463,7 +11108,6 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns on a solid surface. You can choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature within its area makes a Dexterity saving throw, taking 7d8 piercing damage on a failed save, or half as much damage on a successful save.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. The first time a creature enters the wall on a turn or ends its turn there, it makes a Dexterity saving throw, taking 7d8 slashing damage on a failed save, or half as much damage on a successful save.", "document": "a5esrd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "Damage dealt by the wall increases by 1d8 for each slot level above 6th.", "target_type": "creature", @@ -11495,7 +11139,6 @@ "desc": "Until the spell ends, the target is warded by a mystic connection between it and you. While the target is within 60 feet it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Each time it takes damage, you take an equal amount of damage.\n\nThe spell ends if you are reduced to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if you use an action to dismiss it, or if the spell is cast again on either you or the target.", "document": "a5esrd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "The duration increases by 1 hour for each slot level above 2nd.", "target_type": "point", @@ -11527,7 +11170,6 @@ "desc": "Your senses sharpen, allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes. Until the spell ends, creatures cannot gain bonuses (like those granted by bless or expertise dice) or advantage on attack rolls against you. In addition, none of your movement provokes opportunity attacks, and you ignore nonmagical difficult terrain. Finally, you can end the spell early to treat a single weapon attack roll as though you had rolled a 15 on the d20.", "document": "a5esrd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "For each slot level above 5th, you can also apply this spell's benefits to an additional creature you can see within 30 feet.", "target_type": "creature", @@ -11559,7 +11201,6 @@ "desc": "Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11591,7 +11232,6 @@ "desc": "Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it was solid ground.\n\nCreatures can still take damage from surfaces that would deliver damage from corrosion or extreme temperatures, but they do not sink while moving across it.\n\nA target submerged in a liquid is moved to the surface of the liquid at a rate of 60 feet per round.", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The duration increases by 1 hour for each slot level above 3rd.", "target_type": "creature", @@ -11623,7 +11263,6 @@ "desc": "Thick, sticky webs fill the area, lightly obscuring it and making it difficult terrain.\n\nYou must anchor the webs between two solid masses (such as walls or trees) or layer them across a flat surface. If you don't the conjured webs collapse and at the start of your next turn the spell ends.\n\nWebs layered over a flat surface are 5 feet deep.\n\nEach creature that starts its turn in the webs or that enters them during its turn makes a Dexterity saving throw or it is restrained as long as it remains in the webs (or until the creature breaks free).\n\nA creature restrained by the webs can escape by using its action to make a Strength check against your spell save DC.\n\nAny 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "document": "a5esrd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When using a 4th-level spell slot, you also summon a giant wolf spider in an unoccupied space within the web's area. When using a 6th-level spell slot, you summon up to two spiders.\n\nWhen using a 7th-level spell slot, you summon up to three spiders. The spiders are friendly to you and your companions. Roll initiative for the spiders as a group, which have their own turns. The spiders obey your verbal commands, but they disappear when the spell ends or when they leave the web's area.", "target_type": "area", @@ -11655,7 +11294,6 @@ "desc": "You create illusions which manifest the deepest fears and worst nightmares in the minds of all creatures in the spell's area. Each creature in the area makes a Wisdom saving throw or becomes frightened until the spell ends. At the end of each of a frightened creature's turns, it makes a Wisdom saving throw or it takes 4d10 psychic damage. On a successful save, the spell ends for that creature.", "document": "a5esrd", "level": 9, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11689,7 +11327,6 @@ "desc": "You must be able to move in order to cast this spell. You leap into the air and spin like a tornado, striking foes all around you with supernatural force as you fly up to 60 feet in a straight line. Your movement (which does not provoke attacks of opportunity) must end on a surface that can support your weight or you fall as normal.\n\nAs part of the casting of this spell, make a melee spell attack against any number of creatures in the area. On a hit, you deal your unarmed strike damage plus 2d6 thunder damage. In addition, creatures in the area make a Dexterity saving throw or are either pulled 10 feet closer to you or pushed 10 feet away (your choice).", "document": "a5esrd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The extra thunder damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -11721,7 +11358,6 @@ "desc": "You wind your power up like a spring. You gain advantage on the next melee attack roll you make before the end of the spell's duration, after which the spell ends.", "document": "a5esrd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11753,7 +11389,6 @@ "desc": "The targets assume a gaseous form and appear as wisps of cloud. Each target has a flying speed of 300 feet and resistance to damage from nonmagical weapons, but the only action it can take is the Dash action or to revert to its normal form (a process that takes 1 minute during which it is incapacitated and can't move).\n\nUntil the spell ends, a target can change again to cloud form (in an identical transformation process).\n\nWhen the effect ends for a target flying in cloud form, it descends 60 feet each round for up to 1 minute or until it safely lands. If the target can't land after 1 minute, the creature falls the rest of the way normally.", "document": "a5esrd", "level": 6, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -11785,7 +11420,6 @@ "desc": "A wall of strong wind rises from the ground at a point you choose. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground.\n\nWhen the wall appears, each creature within its area makes a Strength saving throw, taking 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.\n\nThe wall keeps fog, smoke, and other gases (including creatures in gaseous form) at bay. Small or smaller flying creatures or objects can't pass through. Loose, lightweight materials brought into the area fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss (larger projectiles such as boulders and siege engine attacks are unaffected).", "document": "a5esrd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "The damage increases by 1d8 for each slot level above 3rd.", "target_type": "point", @@ -11817,7 +11451,6 @@ "desc": "This is the mightiest of mortal magics and alters reality itself.\n\nThe safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).\n\nYou may instead choose one of the following:\n\n* One nonmagical object of your choice that is worth up to 25, 000 gold and no more than 300 feet in any dimension appears in an unoccupied space you can see on the ground.\n* Up to 20 creatures that you can see to regain all their hit points, and each is further healed as per the greater restoration spell.\n* Up to 10 creatures that you can see gain resistance to a damage type you choose.\n* Up to 10 creatures you can see gain immunity to a single spell or other magical effect for 8 hours.\n* You force a reroll of any roll made within the last round (including your last turn). You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\n\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the Narrator as precisely as possible, being very careful in your wording. Be aware that the greater the wish, the greater the chance for an unexpected result. This spell might simply fizzle, your desired outcome might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. The Narrator has the final authority in ruling what occurs—and reality is not tampered with lightly.\n\n**_Multiple Wishes:_** The stress of casting this spell to produce any effect other than duplicating another spell weakens you. Until finishing a long rest, each time you cast a spell you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented. In addition, your Strength drops to 3 for 2d4 days (if it isn't 3 or lower already). For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast wish ever again.", "document": "a5esrd", "level": 9, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -11849,7 +11482,6 @@ "desc": "The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.\n\nYou must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.", "document": "a5esrd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11881,7 +11513,6 @@ "desc": "You call a Gargantuan monstrosity from the depths of the world to carry you and your allies across great distances. When you cast this spell, the nearest purple worm within range is charmed by you and begins moving toward a point on the ground that you can see. If there are no purple worms within range, the spell fails. The earth rumbles slightly as it approaches and breaks through the surface. Any creatures within 20 feet of that point must make a Dexterity saving throw or be knocked prone and pushed 10 feet away from it.\n\nUpon emerging, the purple worm lays down before you and opens its maw. Targets can climb inside where they are enclosed in an impervious hemispherical dome of force.\n\nOnce targets are loaded into the purple worm, nothing—not physical objects, energy, or other spell effects —can pass through the barrier, in or out, though targets in the sphere can breathe there. The hemisphere is immune to all damage, and creatures and objects inside can't be damaged by attacks or effects originating from outside, nor can a target inside the hemisphere damage anything outside it.\n\nThe atmosphere inside the dome is comfortable and dry regardless of conditions outside it.\n\nThe purple worm waits until you give it a mental command to depart, at which point it dives back into the ground and travels, without need for rest or food, as directly as possible while avoiding obstacles to a destination known to you. It travels 150 miles per day.\n\nWhen the purple worm reaches its destination it surfaces, the dome vanishes, and it disgorges the targets in its mouth before diving back into the depths again.\n\nThe purple worm remains charmed by you until it has delivered you to your destination and returned to the depths, or until it is attacked at which point the charm ends, it vomits its targets in the nearest unoccupied space as soon as possible, and then retreats to safety.", "document": "a5esrd", "level": 6, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "point", @@ -11913,7 +11544,6 @@ "desc": "As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself. Over the following week, you are incapacitated and do not need air, food, or sleep. Your insides are eaten by worms, but you do not die and your skin remains intact. If you are exhumed during this time, or if the spell is otherwise interrupted, you die.\n\nAt the end of the week, the transformation is complete and your true form is permanently changed. Your appearance is unchanged but underneath your skin is a sentient mass of worms. Any creature that makes a Medicine check against your spell save DC realizes that there is something moving underneath your skin.\n\nYour statistics change in the following ways:\n\n* Your type changes to aberration, and you do not age or require sleep.\n* You cannot be healed by normal means, but you can spend an action or bonus action to consume 2d6 live worms, regaining an equal amount of hit points by adding them to your body.\n* You can sense and telepathically control all worms that have the beast type and are within 60 feet of you.\n\nIn addition, you are able to discard your shell of skin and travel as a writhing mass of worms. As an action, you can abandon your skin and pour out onto the ground. In this form you have the statistics of **swarm of insects** with the following exceptions: you keep your hit points, Wisdom, Intelligence, and Charisma scores, and proficiencies. You know but cannot cast spells in this form. You also gain a burrow speed of 10 feet. Any worms touching you instantly join with your swarm, granting you a number of temporary hit points equal to the number of worms that join with your form (maximum 40 temporary hit points). These temporary hit points last until you are no longer in this form.\n\nIf you spend an hour in the same space as a dead creature of your original form's size, you can eat its insides and inhabit its skin in the same way you once inhabited your own. While you are in your swarm form, the most recent skin you inhabited remains intact and you can move back into a previously inhabited skin in 1 minute. You have advantage on checks made to impersonate a creature while wearing its skin.", "document": "a5esrd", "level": 9, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11945,7 +11575,6 @@ "desc": "You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.\n\nAn affected creature is aware of the spell and can choose not to speak, or it might be evasive in its communications. A creature that enters the zone for the first time on its turn or starts its turn there must make a Charisma saving throw. On a failed save, the creature takes 2d4 psychic damage when it intentionally tries to mislead or occlude important information. Each time the spell damages a creature, it makes a Deception check (DC 8 + the damage dealt) or its suffering is obvious. You know whether a creature succeeds on its saving throw", "document": "a5esrd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", diff --git a/data/v2/kobold-press/deep-magic/Spell.json b/data/v2/kobold-press/deep-magic/Spell.json index bdf94035..5e0f25f4 100644 --- a/data/v2/kobold-press/deep-magic/Spell.json +++ b/data/v2/kobold-press/deep-magic/Spell.json @@ -7,7 +7,6 @@ "desc": "You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, - "school_old": "illusion", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -41,7 +40,6 @@ "desc": "Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.\n", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.", "target_type": "creature", @@ -73,7 +71,6 @@ "desc": "You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form.\n\nAny creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 × 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal, but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.\n", "document": "deep-magic", "level": 7, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.", "target_type": "creature", @@ -107,7 +104,6 @@ "desc": "You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area.\n", "document": "deep-magic", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.", "target_type": "point", @@ -141,7 +137,6 @@ "desc": "You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.", "target_type": "creature", @@ -173,7 +168,6 @@ "desc": "You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to the target’s next oldest offspring.\n\n**Ritual Focus.** If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.", "document": "deep-magic", "level": 9, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -205,7 +199,6 @@ "desc": "You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.", "document": "deep-magic", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -237,7 +230,6 @@ "desc": "You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:\n* you are immune to acid and poison damage and to the poisoned and stunned conditions;\n* you have resistance to nonmagical fire, piercing, and slashing damage;\n* you can’t speak, cast spells, use items or weapons, or manipulate objects;\n* your gear melds into your body and reappears when the spell ends;\n* you don't need to breathe;\n* your speed is 20 feet;\n* your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller; and\n* you gain the following action: **Melee Weapon Attack:** spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; **Hit:** 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.", "document": "deep-magic", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -269,7 +261,6 @@ "desc": "A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.", "document": "deep-magic", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.", "target_type": "creature", @@ -303,7 +294,6 @@ "desc": "When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy’s spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.\n", "document": "deep-magic", "level": 6, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.", "target_type": "creature", @@ -335,7 +325,6 @@ "desc": "You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.", "document": "deep-magic", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -367,7 +356,6 @@ "desc": "You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -399,7 +387,6 @@ "desc": "You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.", "target_type": "creature", @@ -431,7 +418,6 @@ "desc": "This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.", "document": "deep-magic", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -463,7 +449,6 @@ "desc": "You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "object", @@ -495,7 +480,6 @@ "desc": "Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -527,7 +511,6 @@ "desc": "You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can’t be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action.\n", "document": "deep-magic", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional rope for every two slot levels above 1st. Each rope must be attached to a different creature.", "target_type": "point", @@ -559,7 +542,6 @@ "desc": "You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life.\n\nUntil the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.", "document": "deep-magic", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "object", @@ -591,7 +573,6 @@ "desc": "You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC.\n\nAlso, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.", "document": "deep-magic", "level": 1, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -623,7 +604,6 @@ "desc": "You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.\n", "document": "deep-magic", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.", "target_type": "creature", @@ -655,7 +635,6 @@ "desc": "**Animate greater undead** creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.\n\nThe creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.\n", "document": "deep-magic", "level": 6, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.", "target_type": "creature", @@ -687,7 +666,6 @@ "desc": "The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.", "document": "deep-magic", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).", "target_type": "creature", @@ -719,7 +697,6 @@ "desc": "Your foresight gives you an instant to ready your defenses against a magical attack. When you cast **anticipate arcana**, you have advantage on saving throws against spells and other magical effects until the start of your next turn.", "document": "deep-magic", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -751,7 +728,6 @@ "desc": "In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that's impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -783,7 +759,6 @@ "desc": "With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting **anticipate weakness**, you have advantage on attack rolls until the end of your turn.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -815,7 +790,6 @@ "desc": "The recipient of this spell gains the benefits of both [true seeing]({{ base_url }}/spells/true-seeing) and [detect magic]({{ base_url }}/spells/detect-magic) until the spell ends, and also knows the name and effect of every spell he or she witnesses during the spell’s duration.", "document": "deep-magic", "level": 8, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -847,7 +821,6 @@ "desc": "When cast on a dead or undead body, **as you were** returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal.\n\nIf as you were is cast on a corpse, its effect is identical to that of [gentle repose]({{ base_url }}/spells/gentle-repose), except that the corpse’s appearance is restored to that of a healthy, uninjured (albeit dead) person.\n\nIf the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.\n\nThis spell doesn’t confer the ability to speak on undead that normally can’t speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before.\n\nThe effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.\n\nIf this spell is cast on an undead creature that isn’t your ally or under your control, it makes a Charisma saving throw to resist the effect.", "document": "deep-magic", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -879,7 +852,6 @@ "desc": "You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -911,7 +883,6 @@ "desc": "This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less.\n\nYou assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n\nYou retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak.\n\nWhen you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.", "document": "deep-magic", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -943,7 +914,6 @@ "desc": "A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.\n\nAs an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).\n", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -975,7 +945,6 @@ "desc": "When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.\n", "document": "deep-magic", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.", "target_type": "creature", @@ -1007,7 +976,6 @@ "desc": "Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1039,7 +1007,6 @@ "desc": "You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1071,7 +1038,6 @@ "desc": "You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.\n\nWhen a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically.\n\nA creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.", "document": "deep-magic", "level": 6, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1103,7 +1069,6 @@ "desc": "After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.\n\nAn awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.\n\nAn awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.\n\n| Size | HP | AC | Attack | Str | Dex | Con | Int | Wis | Cha |\n|-|-|-|-|-|-|-|-|-|-|\n| T | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | 10 | 2d6 | 2d6 | 2d6 |\n| S | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | 10 | 3d6 | 2d6 | 2d6 |\n| M | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 | 10 | 3d6 | 3d6 | 2d6 |\n| L | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | 10 | 3d6 | 3d6 | 2d6 + 2 |\n\n", "document": "deep-magic", "level": 8, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -1135,7 +1100,6 @@ "desc": "You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1167,7 +1131,6 @@ "desc": "For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1199,7 +1162,6 @@ "desc": "This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath.\n\n***Nightwing Breath (Recharge 4–6).*** You exhale shadow‐substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.", "document": "deep-magic", "level": 6, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1233,7 +1195,6 @@ "desc": "You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.\n\nThe charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action—it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute—it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest. ", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.", "target_type": "creature", @@ -1265,7 +1226,6 @@ "desc": "You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends.", "document": "deep-magic", "level": 0, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1297,7 +1257,6 @@ "desc": "You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.\n\nThis spell has no effect on undead or constructs.\n", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", @@ -1329,7 +1288,6 @@ "desc": "You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the [bestow curse]({{ base_url }}/spells/bestow-curse) spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details.\n\nThe curse effect of binding oath can’t be dismissed by [dispel magic]({{ base_url }}/spells/dispel-magic), but it can be removed with [dispel evil and good]({{ base_url }}/spells/dispel-evil-and-good)[remove curse]({{ base_url }}/remove-curse), or [wish]({{ base_url }}/spells/wish). Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast **binding oath**. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1361,7 +1319,6 @@ "desc": "As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapon’s range, and the attack is made with disadvantage if the target is in the weapon’s long range.\n\nIf the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes 1d6 cold damage and the spell ends.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell’s damage, for both the ranged attack and the cold damage, increases by 1d6 when you reach 5th level (+1d6 and 2d6), 11th level (+2d6 and 3d6), and 17th level (+3d6 and 4d6).", "target_type": "creature", @@ -1395,7 +1352,6 @@ "desc": "The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.\n\nThe creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1429,7 +1385,6 @@ "desc": "You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All‑Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.", "document": "deep-magic", "level": 0, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1461,7 +1416,6 @@ "desc": "You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1493,7 +1447,6 @@ "desc": "You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.", "document": "deep-magic", "level": 1, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -1525,7 +1478,6 @@ "desc": "You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they're within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow.\n\nThe orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "deep-magic", "level": 8, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1557,7 +1509,6 @@ "desc": "You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cube’s area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the feathers deal an extra 1d8 force damage for each slot level above 2nd.", "target_type": "creature", @@ -1589,7 +1540,6 @@ "desc": "You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and causes the creature to become incapacitated. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well—it takes no additional damage for remaining there—but if it leaves the well and is pulled back in again, it takes damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s otherdimensional space at one time. When the spell’s duration ends, all creatures inside it tumble out in a heap, landing prone.\n", "document": "deep-magic", "level": 6, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8—and the well pulls creatures an additional 5 feet—for each slot level above 6th.", "target_type": "point", @@ -1623,7 +1573,6 @@ "desc": "You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends.\n\nThe weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -1655,7 +1604,6 @@ "desc": "You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action.\n\nYou can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn.\n\nThe blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\n", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, either the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -1689,7 +1637,6 @@ "desc": "Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot‐square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.\n\nOn your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.", "document": "deep-magic", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1723,7 +1670,6 @@ "desc": "You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nEach creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.\n\nCreatures that can’t be charmed are immune to this spell.", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1755,7 +1701,6 @@ "desc": "Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).\n\nAny creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1787,7 +1732,6 @@ "desc": "You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from **bless the dead** can’t become undead. The spell has no effect on living creatures or the undead.", "document": "deep-magic", "level": 0, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1819,7 +1763,6 @@ "desc": "A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet.\n\nThis spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of hit points to one creature within 20 feet that you can see.\n\nAdditionally, you have advantage on Charisma checks made against good creatures within 20 feet.\n\nIf any of the light created by this spell overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing points increases by 5 for each spell slot above 2nd, and the spell dispels magical darkness created by a spell of a level equal to the slot used to cast this spell.", "target_type": "point", @@ -1851,7 +1794,6 @@ "desc": "A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.", "document": "deep-magic", "level": 7, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -1885,7 +1827,6 @@ "desc": "When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.\n\nWhile the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, “Attack the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself.\n\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well.\n\nEach time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.\n\nIf the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.\n", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a 5th‑level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", "target_type": "creature", @@ -1917,7 +1858,6 @@ "desc": "When you strike a foe with a melee weapon attack, you can immediately cast **blood armor** as a bonus action. The foe you struck must contain blood; if the target doesn’t bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks.\n\nIf the creature you struck was a celestial, **blood armor** also grants you advantage on Charisma saving throws for the duration of the spell.", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1949,7 +1889,6 @@ "desc": "You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.\n\nOnce an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1981,7 +1920,6 @@ "desc": "You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a [true resurrection]({{ base_url }}/spells/true-resurrection) or a [wish]({{ base_url }}/spells/wish) spell.", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2013,7 +1951,6 @@ "desc": "With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2045,7 +1982,6 @@ "desc": "Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.\n", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.", "target_type": "creature", @@ -2077,7 +2013,6 @@ "desc": "By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly.\n\nIf your quarry moves magically (such as by way of a [dimension door]({{ base_url }}/spells/dimension-door) or a [teleport]({{ base_url }}/spells/teleport) spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using [pass without trace]({{ base_url }}/spells/pass-without-trace), but it fails to locate a creature protected by [nondetection]({{ base_url }}/spells/nondetection) or by other effects that prevent [scrying]({{ base_url }}/spells/scrying) spells or cause [divination]({{ base_url }}/spells/divination) spells to fail. If your quarry moves to another plane, its trail ends without trace, but **blood spoor** picks up the trail again if the caster moves to the same plane as the quarry before the spell’s duration expires.", "document": "deep-magic", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2109,7 +2044,6 @@ "desc": "When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. **Blood tide** has no effect on undead or constructs.\n\nA bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.\n\nA [cure wounds]({{ base_url }}/spells/cure-wounds) spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.", "document": "deep-magic", "level": 0, - "school_old": "Necromancy", "school": "evocation", "higher_level": "The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.", "target_type": "creature", @@ -2141,7 +2075,6 @@ "desc": "When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isn’t stunned.\n\nCreatures without blood, such as constructs and plants, are not affected by this spell. If **blood to acid** is cast on a creature composed mainly of blood, such as a [blood elemental]({{ base_url }}/monsters/blood-elemental) or a [blood zombie]({{ base_url }}/monsters/blood-zombie), the creature is slain by the spell if its saving throw fails.", "document": "deep-magic", "level": 9, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2175,7 +2108,6 @@ "desc": "You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and Wisdom (Survival) checks to follow tracks.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration.", "target_type": "creature", @@ -2207,7 +2139,6 @@ "desc": "You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.", "target_type": "creature", @@ -2241,7 +2172,6 @@ "desc": "You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration.\n\nCasting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2273,7 +2203,6 @@ "desc": "The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2307,7 +2236,6 @@ "desc": "You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.\n\nChoose one of the following effects, which appears and grows immediately:\n* A field planted with vegetables of your choice, ready for harvest.\n* A thick forest of stout trees and ample undergrowth.\n* A grassland with wildflowers and fodder for grazing.\n* An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.\nLiving creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. **Bloom** counters the effects of a [desolation]({{ base_url }}/spells/desolation) spell.\n\n***Ritual Focus.*** If you expend your ritual focus, the duration becomes permanent.", "document": "deep-magic", "level": 8, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -2339,7 +2267,6 @@ "desc": "You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.\n", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -2373,7 +2300,6 @@ "desc": "You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "point", @@ -2407,7 +2333,6 @@ "desc": "You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures.\n\nChoose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.\n", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.", "target_type": "area", @@ -2439,7 +2364,6 @@ "desc": "You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell.\n\n| D6 | EFFECT |\n|-|-|\n| 1 | 2d10 acid damage to all creatures within 10 feet of the target |\n| 2 | 2d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot-wide line between the weapon and the target |\n| 3 | 2d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user’s next turn |\n| 4 | 2d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon |\n| 5 | 2d10 force damage to the target, and the target is pushed 20 feet |\n| 6 | 2d10 psychic damage to the target, and the target is stunned until the start of the weapon user’s next turn |\n\n", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, all damage increases by 1d10 for each slot level above 3rd.", "target_type": "creature", @@ -2471,7 +2395,6 @@ "desc": "You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone.\n\nCreatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.\n\nCreatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.\n\nThe ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.", "target_type": "creature", @@ -2505,7 +2428,6 @@ "desc": "By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting **bottled arcana** and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.\n\nAs an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). [Dispel magic]({{ base_url }}/spells/dispel-magic) cast on the container targets **bottled arcana**, not the spell inside. If **bottled arcana** is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.\n\nUntil the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally.\n", "document": "deep-magic", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.", "target_type": "creature", @@ -2537,7 +2459,6 @@ "desc": "When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head.\n\nThe spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.\n\nAt any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.\n\nWhen you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains cease to exist.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2569,7 +2490,6 @@ "desc": "You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.", "document": "deep-magic", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2601,7 +2521,6 @@ "desc": "When you cast **breeze compass**, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.", "document": "deep-magic", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2633,7 +2552,6 @@ "desc": "You infuse an ordinary flask of alchemist's fire with magical brimstone. While so enchanted, the alchemist's fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist's fire returns to its normal properties after 24 hours.", "document": "deep-magic", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -2665,7 +2583,6 @@ "desc": "This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object’s hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell’s casting. If the object isn’t shattered during this time, it reverts to the state it was in before the spell was cast.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -2697,7 +2614,6 @@ "desc": "When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.\n", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.", "target_type": "creature", @@ -2729,7 +2645,6 @@ "desc": "The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -2761,7 +2676,6 @@ "desc": "Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s glow.\n\nThe glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.", "document": "deep-magic", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2793,7 +2707,6 @@ "desc": "You conjure a [shadow mastiff]({{ base_url }}/monsters/shadow-mastiff) from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.\n\nThe mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part.\n\nThe mastiff disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2825,7 +2738,6 @@ "desc": "While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.\n", "document": "deep-magic", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.", "target_type": "creature", @@ -2857,7 +2769,6 @@ "desc": "**Candle’s insight** is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true.\n\n**Candle’s insight** is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2889,7 +2800,6 @@ "desc": "At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component.\n\nThe spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2921,7 +2831,6 @@ "desc": "You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.\n", "document": "deep-magic", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.", "target_type": "object", @@ -2955,7 +2864,6 @@ "desc": "You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.\n\nWhether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.\n", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.", "target_type": "creature", @@ -2989,7 +2897,6 @@ "desc": "Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.", "target_type": "creature", @@ -3023,7 +2930,6 @@ "desc": "A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "deep-magic", "level": 8, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3057,7 +2963,6 @@ "desc": "Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -3091,7 +2996,6 @@ "desc": "You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts.\n\nThe effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.\n", "document": "deep-magic", "level": 7, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.\n\n***Ritual Focus.*** If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.", "target_type": "area", @@ -3123,7 +3027,6 @@ "desc": "Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.", "document": "deep-magic", "level": 5, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3157,7 +3060,6 @@ "desc": "You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that’s restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time.\n\nAs an action, you can scan the mind of the creature that’s restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.\n", "document": "deep-magic", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", @@ -3191,7 +3093,6 @@ "desc": "A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell’s duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.", "target_type": "creature", @@ -3223,7 +3124,6 @@ "desc": "You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by **chaotic form**.\n", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.", "target_type": "creature", @@ -3255,7 +3155,6 @@ "desc": "Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature’s. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round per caster level.\n\nFor example, a 3rd-level spellcaster who currently has 17 of her maximum 30 hit points casts **chaotic vitality** on a creature with 54 hit points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 hit points each. In the spellcaster’s case, 5 of those hit points are temporary and will last for 3 rounds.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the maximum Hit Dice of the affected creature increases by 2 for each slot level above 2nd.\n ## Hit Point Flux \n| SIZE | HP |\n|-|-|\n| 01–09 | 0 |\n| 10–39 | 1 |\n| 40–69 | 25 percent of total |\n| 70–84 | 50 percent of total |\n| 85–94 | 75 percent of total |\n| 95–99 | 100 percent of total |\n| 100 | 200 percent of total, and both creatures gain the effect of a haste spell that lasts for 1 round per caster level |\n\n", "target_type": "creature", @@ -3287,7 +3186,6 @@ "desc": "You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. Each enemy within the cube must make a successful Intelligence saving throw or become blinded and deafened, and fall prone. An affected enemy cannot stand up or recover from the blindness or deafness while within the area, but all three conditions end immediately for a creature that leaves the spell’s area.", "document": "deep-magic", "level": 6, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "point", @@ -3319,7 +3217,6 @@ "desc": "You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell. At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective.\n\nWhen the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward.\n\nYou can end the spell early by making a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.", "document": "deep-magic", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3353,7 +3250,6 @@ "desc": "You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", @@ -3385,7 +3281,6 @@ "desc": "Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.", "document": "deep-magic", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3417,7 +3312,6 @@ "desc": "You conjure up icy boulders that crush creatures in a line 100 feet long. Each creature in the area takes 5d6 bludgeoning damage plus 5d6 cold damage, or half the damage with a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th. You decide whether each extra die deals bludgeoning or cold damage.", "target_type": "creature", @@ -3451,7 +3345,6 @@ "desc": "You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3483,7 +3376,6 @@ "desc": "You summon the power of the earth dragon and shoot a ray at one target within 60 feet. The target falls prone and takes 6d8 bludgeoning damage from being slammed to the ground. If the target was flying or levitating, it takes an additional 1d6 bludgeoning damage per 10 feet it falls. If the target makes a successful Strength saving throw, damage is halved, it doesn’t fall, and it isn’t knocked prone.\n", "document": "deep-magic", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage done by the attack increases by 1d8 and the range increases by 10 feet for each slot level above 5th.", "target_type": "creature", @@ -3517,7 +3409,6 @@ "desc": "With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by **clearing the field**.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a [enlarge/reduce]({{ base_url }}/spells/enlargereduce) spell.", "target_type": "area", @@ -3549,7 +3440,6 @@ "desc": "You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.", "document": "deep-magic", "level": 1, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3581,7 +3471,6 @@ "desc": "You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy.\n\nAs part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile’s shaft. Afterward, the projectile reverts to normal.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn’t removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.", "target_type": "creature", @@ -3615,7 +3504,6 @@ "desc": "Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it’s in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 3, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", @@ -3649,7 +3537,6 @@ "desc": "The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage.\n\nIf the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4.\n\nWhen the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "target_type": "creature", @@ -3681,7 +3568,6 @@ "desc": "Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one’s turn, their bodies fuse together. Fused creatures still take their own turns, but they can’t move, can’t use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration.\n\nA fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it’s within 5 feet of a creature that’s still under the spell’s effect at the end of either creature’s turn.\n\n**Compelled movement** doesn’t affect a creature that can’t be charmed or that is incorporeal.\n", "document": "deep-magic", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.", "target_type": "creature", @@ -3713,7 +3599,6 @@ "desc": "You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:\n* You have advantage on attack rolls against the target.\n* For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target’s turn when it has completed its movement. This is deducted from your next turn’s movement.\n* As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or to its saving throw against that attack.\n", "document": "deep-magic", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.", "target_type": "creature", @@ -3745,7 +3630,6 @@ "desc": "Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn’t a telepathic link; you simply understand each other’s verbal communication, similar to the effect of a speak with animals spell. This effect doesn’t allow a druid in beast shape to cast spells.\n", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.", "target_type": "object", @@ -3777,7 +3661,6 @@ "desc": "This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage.\n\nAffected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.", "document": "deep-magic", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3809,7 +3692,6 @@ "desc": "You summon a fey hound to fight by your side. A [hound of the night]({{ base_url }}/monsters/hound-of-the-night) appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.\n", "document": "deep-magic", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.", "target_type": "point", @@ -3841,7 +3723,6 @@ "desc": "When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a [forest defender]({{ base_url }}/monsters/forest-defender). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a [true resurrection]({{ base_url }}/spells/true-resurrection) or a [wish]({{ base_url }}/spells/wish) spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust.\n", "document": "deep-magic", "level": 6, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.", "target_type": "creature", @@ -3873,7 +3754,6 @@ "desc": "You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears:\n* One [wraith]({{ base_url }}/monsters/wraith)\n* One [spectral guardian]({{ base_url }}/monsters/spectral-guardian)\n* One [wolf spirit swarm]({{ base_url }}/monsters/wolf-spirit-swarm)\nSummoned creatures disappear when they drop to 0 hit points or when the spell ends.\n\nThe summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it.\n", "document": "deep-magic", "level": 7, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon a [deathwisp]({{ base_url }}/monsters/deathwisp) or two [ghosts]({{ base_url }}/monsters/ghost) instead.", "target_type": "creature", @@ -3905,7 +3785,6 @@ "desc": "You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options:\n* One creature of challenge rating 2 or lower\n* Two creatures of challenge rating 1 or lower\n* Four creatures of challenge rating 1/2 or lower\n* Eight creatures of challenge rating 1/4 or lower\nSummoned creatures disappear when they drop to 0 hit points or when the spell ends.\n\nThe summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take 1d6 psychic damage at the end of the turn.\n\nIf your concentration is broken, the spell ends but the creatures don’t disappear. Instead, you can no longer command them, and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. You can’t dismiss the creatures, but they disappear 1 hour after being summoned.\n", "document": "deep-magic", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a 7th‑or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear­—twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.", "target_type": "creature", @@ -3937,7 +3816,6 @@ "desc": "You summon swarms of scarab beetles to attack your foes. Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range.\n\nEach swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -3969,7 +3847,6 @@ "desc": "You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan’s statistics are identical to a [stone giant’s]({{ base_url }}/monsters/stone-giant), with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage.\n\nThe shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions.\n\nThe shadow titan disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 7, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4001,7 +3878,6 @@ "desc": "You summon a [shroud]({{ base_url }}/monsters/shroud) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, you can choose to summon two [shrouds]({{ base_url }}/monsters/shroud) or one [specter]({{ base_url }}/monsters/specter). When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four [shrouds]({{ base_url }}/monsters/shroud) or one [will-o’-wisp]({{ base_url }}/monsters/will-o-wisp).", "target_type": "creature", @@ -4033,7 +3909,6 @@ "desc": "You summon a [shadow]({{ base_url }}/monsters/shadow) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.\n", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a 4th-level spell slot, you can choose to summon a [wight]({{ base_url }}/monsters/wight) or a [shadow]({{ base_url }}/monsters/shadow). When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a [ghost]({{ base_url }}/monsters/ghost), a [shadow]({{ base_url }}/monsters/shadow), or a [wight]({{ base_url }}/monsters/wight).", "target_type": "creature", @@ -4065,7 +3940,6 @@ "desc": "You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nRoll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn.\n\nIf your concentration is broken, the spell ends but the creature doesn’t disappear. Instead, you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears doing so would mean its own death. You can’t dismiss the creature, but it disappears 1 hour after you summoned it.\n", "document": "deep-magic", "level": 7, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.", "target_type": "creature", @@ -4097,7 +3971,6 @@ "desc": "You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury.\n\nAs part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw.\n", "document": "deep-magic", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "target_type": "point", @@ -4131,7 +4004,6 @@ "desc": "You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.\n\nThis spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4163,7 +4035,6 @@ "desc": "You select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 hit points before this spell’s duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame.\n\nIf the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning; the creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.", "document": "deep-magic", "level": 8, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4197,7 +4068,6 @@ "desc": "You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a [ring servant]({{ base_url }}/monsters/ring-servant). The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends.\n\nThe ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.", "document": "deep-magic", "level": 8, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -4229,7 +4099,6 @@ "desc": "After you cast **create thunderstaff** on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound.\n\nAfter 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a **thunderstaff**, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a [thunderwave]({{ base_url }}/spells/thunderwave) spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged.\n\nIf the final charge is not expended within 60 days, the staff becomes nonmagical again.", "document": "deep-magic", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -4263,7 +4132,6 @@ "desc": "You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain.\n\nA creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square.", "target_type": "area", @@ -4297,7 +4165,6 @@ "desc": "You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.", "document": "deep-magic", "level": 0, - "school_old": "Enchantment", "school": "evocation", "higher_level": "This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", @@ -4329,7 +4196,6 @@ "desc": "Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage.\n\nYou move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of **crushing trample**.", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4361,7 +4227,6 @@ "desc": "A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.\n", "document": "deep-magic", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.", "target_type": "point", @@ -4393,7 +4258,6 @@ "desc": "You designate a creature within range that you can see. If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming an inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease, and signs of life are detectable; the creature still breathes and its heart continues to beat, though both acts are almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. [Dispel magic]({{ base_url }}/spells/dispel-magic) can’t end this spell, but it can allow the target to speak (but not move or cast spells) for a number of rounds equal to the spell slot used. [Greater restoration]({{ base_url }}/spells/greater-restoration) or more potent magic is needed to free a creature from the ice.", "document": "deep-magic", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4425,7 +4289,6 @@ "desc": "You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.", "document": "deep-magic", "level": 7, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4457,7 +4320,6 @@ "desc": "By making mocking gestures toward one creature within\nrange that can see you, you leave the creature incapable of\nperforming at its best. If the target fails on an Intelligence\nsaving throw, roll a d4 and refer to the following table to\ndetermine what the target does on its turn. An affected\ntarget repeats the saving throw at the end of each of its\nturns, ending the effect on itself on a success or applying\nthe result of another roll on the table on a failure.\n\n| D4 | RESULT |\n|-|-|\n| 1 | Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll. |\n| 2 | Target stands transfixed and blinking, takes no action. |\n| 3 | Target flees or fights (50 percent chance of each). |\n| 4 | Target charges directly at caster, enraged. |\n\n", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4489,7 +4351,6 @@ "desc": "You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.\n\nChoose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A [remove curse]({{ base_url }}/spells/remove-curse) spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:\n\n* The target fails death saving throws on any roll but a 20.\n* If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.\n* The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.", "document": "deep-magic", "level": 7, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4521,7 +4382,6 @@ "desc": "This spell transforms a Small, Medium, or Large creature that you can see within range into a [servant of Yig]({{ base_url }}/monsters/servant-of-yig). An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell.\n\nThe transformation lasts for the duration or until the target drops to 0 hit points or dies. The target’s statistics, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature’s alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature’s alignment and personality return to normal, and it regains its former attitude toward you and toward Yig.\n\nWhen it reverts to its normal form, the creature has the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.", "document": "deep-magic", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4553,7 +4413,6 @@ "desc": "You lay a curse upon a ring you touch that isn’t being worn or carried. When you cast this spell, select one of the possible effects of [bestow curse]({{ base_url }}/spells/bestow-curse). The next creature that willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that wore the ring until the curse is removed or dispelled. An [identify]({{ base_url }}/spells/identify) spell cast on the cursed ring reveals the fact that it is cursed.", "document": "deep-magic", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4585,7 +4444,6 @@ "desc": "**Cursed gift** imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired.\n", "document": "deep-magic", "level": 4, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.", "target_type": "object", @@ -4617,7 +4475,6 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.\n", "document": "deep-magic", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.", "target_type": "creature", @@ -4649,7 +4506,6 @@ "desc": "When **daggerhawk** is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it’s invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can’t attack again until after your next turn.", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4681,7 +4537,6 @@ "desc": "A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn’t brightly lit. If it’s in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a [light]({{ base_url }}/spells/light) spell, or the like).", "document": "deep-magic", "level": 5, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4713,7 +4568,6 @@ "desc": "Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened.\n\nA creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it.\n", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", @@ -4747,7 +4601,6 @@ "desc": "Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like [alter self]({{ base_url }}/spells/after-self)), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points.\n\nIf you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn.", "document": "deep-magic", "level": 0, - "school_old": "Necromancy", "school": "evocation", "higher_level": "This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "point", @@ -4781,7 +4634,6 @@ "desc": "You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -4813,7 +4665,6 @@ "desc": "You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.", "target_type": "creature", @@ -4845,7 +4696,6 @@ "desc": "As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for all targets if one target attacks or casts a spell.", "document": "deep-magic", "level": 2, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", "target_type": "creature", @@ -4877,7 +4727,6 @@ "desc": "You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.", "document": "deep-magic", "level": 8, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4911,7 +4760,6 @@ "desc": "This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn.\n", "document": "deep-magic", "level": 7, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.", "target_type": "creature", @@ -4945,7 +4793,6 @@ "desc": "Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried by a creature, it automatically takes maximum damage from the spell.", "document": "deep-magic", "level": 0, - "school_old": "Necromancy", "school": "evocation", "higher_level": "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "target_type": "creature", @@ -4979,7 +4826,6 @@ "desc": "You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Until the spell ends, on a failed save the target’s speed is halved again at the start of each of your turns. For example, if a creature with a speed of 30 feet fails its initial saving throw, its speed drops to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. **Decelerate** can’t reduce a creature’s speed to less than 5 feet.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.", "target_type": "creature", @@ -5011,7 +4857,6 @@ "desc": "The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.", "target_type": "creature", @@ -5043,7 +4888,6 @@ "desc": "You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw.\n", "document": "deep-magic", "level": 7, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.", "target_type": "point", @@ -5075,7 +4919,6 @@ "desc": "Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting **delay potion**; otherwise the spell has no effect. At any point during **delay potion’s** duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally.\n\nYou can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -5107,7 +4950,6 @@ "desc": "Touch a living creature (not a construct or undead) as you cast the spell. The next time that creature takes damage, it immediately regains hit points equal to 1d4 + your spellcasting ability modifier (minimum of 1).\n", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", "target_type": "creature", @@ -5139,7 +4981,6 @@ "desc": "One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon’s type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon’s attempt to claw its way through the gate. For the spell’s duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time.\n\nIf the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -5173,7 +5014,6 @@ "desc": "You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.", "document": "deep-magic", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5207,7 +5047,6 @@ "desc": "You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as [entangle]({{ base_url }}/spells/entangle), require an ability check using the caster’s spellcasting ability against your spell save DC. On a successful check, the spell functions normally; if the check fails, the spell is countered by **desolation**.\n\nAfter one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.\n\nA living creature that finishes a short rest within the area of a **desolation** spell halves the result of any Hit Dice it expends. Desolation counters the effects of a [bloom]({{ base_url }}/spells/bloom) spell.\n\n***Ritual Focus.*** If you expend your ritual focus, the duration becomes permanent.", "document": "deep-magic", "level": 8, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "area", @@ -5239,7 +5078,6 @@ "desc": "You shout a scathing string of Void Speech that assaults the minds of those before you. Each creature in a 15-foot cone that can hear you takes 4d6 psychic damage, or half that damage with a successful Wisdom saving throw. A creature damaged by this spell can’t take reactions until the start of its next turn.\n", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -5273,7 +5111,6 @@ "desc": "You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5305,7 +5142,6 @@ "desc": "You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.\n", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.", "target_type": "creature", @@ -5337,7 +5173,6 @@ "desc": "This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can't reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.", "target_type": "creature", @@ -5369,7 +5204,6 @@ "desc": "Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5401,7 +5235,6 @@ "desc": "A warping, prismatic aura surrounds and outlines each creature inside a 10-foot cube within range. The aura sheds dim light out to 10 feet, and the the locations of hidden or invisible creatures are outlined. If a creature in the area tries to cast a spell or use a magic item, it must make a Wisdom saving throw. On a successful save, the spell or item functions normally. On a failed save, the effect of the spell or the item is suppressed for the duration of the aura. Time spent suppressed counts against the duration of the spell’s or item’s effect.\n", "document": "deep-magic", "level": 8, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a 9th‐level spell slot, the cube is 20 feet on a side.", "target_type": "creature", @@ -5433,7 +5266,6 @@ "desc": "Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy’s spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5465,7 +5297,6 @@ "desc": "With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5497,7 +5328,6 @@ "desc": "You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent.\n\nCreatures turned to crystal can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed.\n\nCreatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5529,7 +5359,6 @@ "desc": "You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a 3rd-level spell slot, the purple fire extends 10 feet from you, you take 1d8 cold damage, and other creatures take 1d10 cold damage. When you cast this spell using a 4th‐level slot, the fire extends 15 feet from you, you take1d10 cold damage, and other creatures take 1d12 cold damage. When you cast this spell using a slot of 5th level or higher, the fire extends to 20 feet, you take 1d12 cold damage, and other creatures take 1d20 cold damage.", "target_type": "creature", @@ -5561,7 +5390,6 @@ "desc": "When you cast **doom of dancing blades**, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don’t require an attack roll affect you normally and don’t destroy any illusory weapons.\n\nIf you make a melee attack that scores a critical hit while **doom of dancing blades** is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.\n\nThe spell ends when its duration expires or when all your illusory weapons are destroyed or expended.\n\nAn attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.", "document": "deep-magic", "level": 3, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "area", @@ -5593,7 +5421,6 @@ "desc": "When you cast **doom of disenchantment**, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.\n\nThe spell also suppresses other magical properties of the attack. A [sword of wounding]({{ base_url }}/magicitems/sword-of-wounding), for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it’s affected as if you had cast [counterspell]({{ base_url }}/spells/counterspell), using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.", "document": "deep-magic", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5625,7 +5452,6 @@ "desc": "You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of **doom of serpent coils** for 24 hours. On a failed save, a target doesn't suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of **doom of serpent coils** for 24 hours.\n\nMultiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by [protection from poison]({{ base_url }}/spells/protection-from-poison) or comparable magic.", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5659,7 +5485,6 @@ "desc": "Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target’s nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn’t use a shield, its nonmagical armor takes a -2 penalty to AC. If the target doesn’t use armor or a shield, the spell is expended with no effect.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5691,7 +5516,6 @@ "desc": "The ground within 30 feet of a point you designate turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn’t become restrained.\n\nEach round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren’t holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.", "document": "deep-magic", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -5723,7 +5547,6 @@ "desc": "A **doom of the slippery rogue** spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5755,7 +5578,6 @@ "desc": "With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a [light]({{ base_url }}/spells/light) or [dancing lights]({{ base_url }}/spells/dancing-lights) cantrip.", "document": "deep-magic", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5787,7 +5609,6 @@ "desc": "The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon takes on the form of a silver dragon’s head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack’s target must each make a successful Constitution saving throw or take 1d6 cold damage.\n", "document": "deep-magic", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra cold damage and the cold damage dealt to the secondary creatures increases by 1d6 for each slot level above 1st.", "target_type": "creature", @@ -5819,7 +5640,6 @@ "desc": "You summon draconic power to gain a breath weapon. When you cast dragon breath, you can immediately exhale a cone or line of elemental energy, depending on the type of dragon you select. While the spell remains active, roll a d6 at the start of your turn. On a roll of 5 or 6, you can take a bonus action that turn to use the breath weapon again.\n\nWhen you cast the spell, choose one of the dragon types listed below. Your choice determines the affected area and the damage of the breath attack for the spell’s duration.\n\n| Dragon Type | Area | Damage |\n|-|-|-|\n| Black | 30-foot line, 5 feet wide | 6d6 acid damage |\n| Blue | 30-foot line, 5 feet wide | 6d6 lightning damage |\n| Green | 15-foot cone | 6d6 poison damage |\n| Red | 15-foot cone | 6d6 fire damage |\n| White | 15-foot cone | 6d6 cold damage |\n\n", "document": "deep-magic", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for each slot level above 5th.", "target_type": "area", @@ -5851,7 +5671,6 @@ "desc": "Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "creature", @@ -5885,7 +5704,6 @@ "desc": "You cause a creature's lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can’t speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying. Huge or larger creatures are unaffected, as are creatures that can breathe water or that don’t require air.\n\nA suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.\n", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.\n\nNOTE: Midgard Heroes Handbook has a very different [drown-heroes-handbook/drown]({{ base_url }}/spells/drown) spell.", "target_type": "creature", @@ -5917,7 +5735,6 @@ "desc": "You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn’t prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a [greater restoration]({{ base_url }}/spells/greater-restoration) or [blight]({{ base_url }}/spells/blight) spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.\n\nIf a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month.\n", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.", "target_type": "creature", @@ -5951,7 +5768,6 @@ "desc": "You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.\n\nUntil the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn’t knocked prone on a succesful one.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5985,7 +5801,6 @@ "desc": "You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.\n\nFor the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.\n", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.", "target_type": "creature", @@ -6019,7 +5834,6 @@ "desc": "When you hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.", "document": "deep-magic", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6051,7 +5865,6 @@ "desc": "You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw.\n\nAs a bonus action, you can move the manifestation up to 30 feet. It can move through a creature’s space but can’t remain in the same space as that creature. If it enters a creature’s space, that creature takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw. On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn.\n\nWhen you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn’t illuminate the surroundings but does glow dimly enough to show the manifestation’s path. The residue dissipates 1 round after it is deposited.\n", "document": "deep-magic", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -6085,7 +5898,6 @@ "desc": "When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.", "document": "deep-magic", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6117,7 +5929,6 @@ "desc": "You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.)\n\nGreat Old Ones have vast knowledge, but they aren’t omniscient, so if your question pertains to information beyond the Old One’s knowledge, the answer might be vacuous, gibberish, or an angry, “I don’t know.”\n\nThis also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you.\n\nIf you cast **eldritch communion** two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short-term madness.", "document": "deep-magic", "level": 5, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6149,7 +5960,6 @@ "desc": "The target of this spell must be a creature that has horns, or the spell fails. **Elemental horns** causes the touched creature’s horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature’s gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals.\n\nAlthough commonly seen among tieflings and minotaurs, this spell is rarely employed by other races.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.", "target_type": "creature", @@ -6181,7 +5991,6 @@ "desc": "During this spell’s duration, reality shifts around you whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage. Assign each damage type a number and roll a d6 to determine the type of damage this casting of the spell deals. In addition, the spell’s damage increases by 1d6. All other properties or effects of the spell are unchanged.", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6213,7 +6022,6 @@ "desc": "You call forth a [ghost]({{ base_url }}/monsters/ghost)// that takes the form of a spectral, serpentlike assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it’s reduced to 0 hit points or when the spell ends.\n\nThe ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the ghost defends itself from hostile creatures but doesn’t move or take other actions.\n\nYou are immune to the ghost’s Horrifying Visage action but can willingly become the target of the ghost’s Possession ability. You can end this effect on yourself as a bonus action.\n", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.", "target_type": "point", @@ -6245,7 +6053,6 @@ "desc": "You enchant a ring you touch that isn’t being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails.\n\nThe charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.", "document": "deep-magic", "level": 6, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6277,7 +6084,6 @@ "desc": "You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can’t increase the level of illumination in the affected area.\n\nA spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.\n", "document": "deep-magic", "level": 6, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.\n\n***Ritual Focus.*** If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.", "target_type": "area", @@ -6309,7 +6115,6 @@ "desc": "By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either **encrypt / decrypt** or [dispel magic]({{ base_url }}/spells/dispel-magic) is cast on the encoded writing, which turns it back into its normal state.", "document": "deep-magic", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6341,7 +6146,6 @@ "desc": "You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell’s duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don’t need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour.\n\nThe spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful [dispel magic]({{ base_url }}/spells/dispel-magic) spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can’t regain the stolen attribute points, even with greater restoration or comparable magic.\n", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th‐level spell slot, the duration is 24 hours.", "target_type": "creature", @@ -6373,7 +6177,6 @@ "desc": "A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends.\n\nIf the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.", "document": "deep-magic", "level": 5, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6405,7 +6208,6 @@ "desc": "When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn.\n", "document": "deep-magic", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.", "target_type": "creature", @@ -6437,7 +6239,6 @@ "desc": "You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.\n\n**Enhance greed** penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.\n", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.", "target_type": "creature", @@ -6469,7 +6270,6 @@ "desc": "You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.\n\nThe tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.", "document": "deep-magic", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6501,7 +6301,6 @@ "desc": "By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell’s effect on that creature.", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6533,7 +6332,6 @@ "desc": "You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.\n\nCreatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by [gust of wind]({{ base_url }}/spells/gust-of-wind) and similar spells.\n\nThe aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). [Protection from poison]({{ base_url }}/spells/protection-from-poison) negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as [mage armor]({{ base_url }}/spells/mage-armor) or [wall of force]({{ base_url }}/spells/wall-of-force) will block it.\n", "document": "deep-magic", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.", "target_type": "creature", @@ -6565,7 +6363,6 @@ "desc": "You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of **evercold**, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration.\n\nThe spell can be ended by its caster or by [dispel magic]({{ base_url }}/spells/dispel-magic) or [remove curse]({{ base_url }}/spells/remove-curse).", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6597,7 +6394,6 @@ "desc": "You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0.\n\nAt the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success—except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest.\n", "document": "deep-magic", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.", "target_type": "creature", @@ -6631,7 +6427,6 @@ "desc": "When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.\n\nThis cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.", "document": "deep-magic", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "point", @@ -6665,7 +6460,6 @@ "desc": "By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.", "document": "deep-magic", "level": 6, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6697,7 +6491,6 @@ "desc": "The ground thrusts sharply upward along a 5-foot-wide, 60‐foot-long line that you designate. All spaces affected by the spell become difficult terrain. In addition, all creatures in the affected area are knocked prone and take 8d6 bludgeoning damage. Creatures that make a successful Dexterity saving throw take half as much damage and are not knocked prone. This spell doesn’t damage permanent structures.", "document": "deep-magic", "level": 6, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6729,7 +6522,6 @@ "desc": "A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.\n", "document": "deep-magic", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast **feather field** using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.", "target_type": "creature", @@ -6761,7 +6553,6 @@ "desc": "The target of **feather travel** (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd.", "target_type": "creature", @@ -6793,7 +6584,6 @@ "desc": "By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed. As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears.\n", "document": "deep-magic", "level": 5, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown.", "target_type": "creature", @@ -6825,7 +6615,6 @@ "desc": "You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6857,7 +6646,6 @@ "desc": "When this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -6889,7 +6677,6 @@ "desc": "You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -6921,7 +6708,6 @@ "desc": "The creature you cast **firewalk** on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.\n", "document": "deep-magic", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.", "target_type": "creature", @@ -6953,7 +6739,6 @@ "desc": "You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.", "document": "deep-magic", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6985,7 +6770,6 @@ "desc": "A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save; on a successful save, the creature takes half as much damage and isn’t pushed.\n", "document": "deep-magic", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -7019,7 +6803,6 @@ "desc": "A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can’t cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved.\n", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", @@ -7051,7 +6834,6 @@ "desc": "You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.", "document": "deep-magic", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7083,7 +6865,6 @@ "desc": "You channel the force of chaos to taint your target’s mind. A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.\n ## Alignment Fluctuation \n| D20 | Alignment |\n|-|-|\n| 1-2 | Chaotic good |\n| 3-4 | Chaotic neutral |\n| 5-7 | Chaotic evil |\n| 8-9 | Neutral evil |\n| 10-11 | Lawful evil |\n| 12-14 | Lawful good |\n| 15-16 | Lawful neutral |\n| 17-18 | Neutral good |\n| 19-20 | Neutral |\n\n", "document": "deep-magic", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7115,7 +6896,6 @@ "desc": "A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -7147,7 +6927,6 @@ "desc": "While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7179,7 +6958,6 @@ "desc": "While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as [control weather]({{ base_url }}/spells/control-weather)[control water]({{ base_url }}/spells/control-water), or [meteor swarm]({{ base_url }}/spells/meteor-swarm). Such spells can’t be cast while the spellcaster is in the cube.\n\nYou can create a permanently protected area by casting this spell at the same location every day for one year.", "document": "deep-magic", "level": 9, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7211,7 +6989,6 @@ "desc": "Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7243,7 +7020,6 @@ "desc": "By drawing on the energy of the gods, you can temporarily assume the form of your patron’s avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the [avatar form]({{ base_url }}/monsters/avatar-form) stat block).\n* Your size becomes Large, unless you were already at least that big.\n* You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.\n* You gain a Multiattack action option, allowing you to make two slam attacks and a bite.\n* Your ability scores change to reflect your new form, as shown in the stat block.\n\nYou remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form.", "document": "deep-magic", "level": 9, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7275,7 +7051,6 @@ "desc": "When you cast **freeze blood** as a successful melee spell attack against a living creature with a circulatory system, the creature’s blood freezes. For the spell’s duration, the affected creature’s speed is halved and it takes 2d6 cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack’s damage dice are rolled three times instead of twice. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.\n\nNOTE: This was previously a 5th-level spell that did 4d10 cold damage.", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7309,7 +7084,6 @@ "desc": "A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can’t be consumed while it’s frozen.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.", "target_type": "object", @@ -7341,7 +7115,6 @@ "desc": "The spell creates a 20-foot-radius sphere of mist similar to a [fog cloud]({{ base_url }}/spells/fog-cloud) spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.\n", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", @@ -7375,7 +7148,6 @@ "desc": "You direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If your attack roll (not the adjusted result) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by frenzied bolt, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell if you are particularly lucky—or unlucky.", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create an additional bolt for each slot level above 2nd. Each potential target can be hit only once by each casting of the spell, not once per bolt.\n \n **Random Damage Type** \n \n| d10 | Damage Type | \n|--------------|---------| \n| 1 | Acid | \n| 2 | Cold | \n| 3 | Fire | \n| 4 | Force | \n| 5 | Lightning | \n| 6 | Necrotic | \n| 7 | Poision | \n| 8 | Psychic | \n| 9 | Radiant | \n| 10 | Thunder | \n \n", "target_type": "creature", @@ -7407,7 +7179,6 @@ "desc": "Biting cold settles onto a creature you can see. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 cold damage. In addition, for the duration of the spell, the creature’s speed is halved, it has disadvantage on attack rolls and ability checks, and it takes another 4d8 cold damage at the start of each of its turns.\n\nAn affected creature can repeat the saving throw at the start of each of its turns. The effect ends when the creature makes its third successful save.\n\nCreatures that are immune to cold damage are unaffected by **frostbite**.\n", "document": "deep-magic", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target two additional creatures for each slot level above 5th.", "target_type": "creature", @@ -7441,7 +7212,6 @@ "desc": "You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target’s hands to lose sensation. When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity checks or Strength checks that require the use of both hands.\n\nAfter every 10 minutes of being affected by frostbitten fingers, the target must make a successful Constitution saving throw, or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -7473,7 +7243,6 @@ "desc": "Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw. A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.\n", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", @@ -7507,7 +7276,6 @@ "desc": "You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target’s Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7539,7 +7307,6 @@ "desc": "You unleash a spray of razor-sharp ice shards. Each creature in the 30-foot cone takes 4d6 cold damage and 3d6 piercing damage, or half as much damage with a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by your choice of 1d6 cold damage or 1d6 piercing damage for each slot level above 4th. You can make a different choice (cold damage or piercing damage) for each slot level above 4th. Casting this spell with a spell slot of 6th level or higher increases the range to a 60-foot cone.", "target_type": "creature", @@ -7574,7 +7341,6 @@ "desc": "You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7608,7 +7374,6 @@ "desc": "You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration:\n* Its Armor Class increases by 2, to a maximum of 20.\n* When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.\n* It is immune to necrotic damage and radiant damage.\n* It can’t be reduced to less than 1 hit point.", "document": "deep-magic", "level": 8, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.", "target_type": "creature", @@ -7640,7 +7405,6 @@ "desc": "Your magic protects the target creature from the lifesapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow's Strength Drain, or its hit point maximum, such as a specter's Life Drain. This spell doesn't prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.", "document": "deep-magic", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7672,7 +7436,6 @@ "desc": "By harnessing the power of ice and frost, you emanate pure cold, filling a 30-foot-radius sphere. Creatures other than you in the sphere take 10d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature killed by this spell is transformed into ice, leaving behind no trace of its original body.", "document": "deep-magic", "level": 8, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7704,7 +7467,6 @@ "desc": "As you cast this spell, a 30-foot-radius sphere centered on a point within range becomes covered in a frigid fog. Each creature that is in the area at the start of its turn while the spell remains in effect must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage and gains one level of exhaustion, and it has disadvantage on Perception checks until the start of its next turn. On a successful save, the creature takes half the damage and ignores the other effects.\n\nStored devices and tools are all frozen by the fog: crossbow mechanisms become sluggish, weapons are stuck in scabbards, potions turn to ice, bag cords freeze together, and so forth. Such items require the application of heat for 1 round or longer in order to become useful again.\n", "document": "deep-magic", "level": 7, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d6 for each slot level above 7th.", "target_type": "point", @@ -7738,7 +7500,6 @@ "desc": "Provided you’re not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.\n", "document": "deep-magic", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.", "target_type": "creature", @@ -7770,7 +7531,6 @@ "desc": "Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube centered on a point within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.", "document": "deep-magic", "level": 8, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7802,7 +7562,6 @@ "desc": "When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -7834,7 +7593,6 @@ "desc": "You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack roll was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by taking 20 acid damage. The glue dissolves when the creature breaks free or at the end of 1 minute.\n\nAlternatively, **gluey globule** can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of [sovereign glue]({{ base_url }}/spells/sovereign-glue) and lasts for 1 hour.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7868,7 +7626,6 @@ "desc": "You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that's known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph's shifting effect.\n The glyph is triggered when it's touched by a creature that's not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph's destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.\n The glyph disappears after being triggered or when the spell's duration expires.", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.", "target_type": "object", @@ -7902,7 +7659,6 @@ "desc": "A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.", "target_type": "creature", @@ -7934,7 +7690,6 @@ "desc": "You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature who succeeds on two Wisdom (Survival) checks while within the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain.\n When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area automatically sees the illusion and is unaffected by the spell.\n If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.", "document": "deep-magic", "level": 3, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7966,7 +7721,6 @@ "desc": "You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -7998,7 +7752,6 @@ "desc": "This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim’s available spell slots are transferred to you, to be used as your own. Roll a d6; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots.\n\nFor example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available.\n\nIf the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots—then **grasp of the tupilak** has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you’re able to use, treat it as of the highest level you can use.\n\nUnused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of [remove curse]({{ base_url }}/spells/remove-curse)[greater restoration]({{ base_url }}/greater-restoration), or comparable magic.", "document": "deep-magic", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8032,7 +7785,6 @@ "desc": "This spell functions as [maze]({{ base_url }}/spells/maze), but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success.\n\nEscaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.", "document": "deep-magic", "level": 9, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8066,7 +7818,6 @@ "desc": "You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 100 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 15d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.\n\nAberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 4d8 radiant damage at the start of its turn.\n\nCreatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal.\n\nThe seal has AC 18, 75 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal itself is reduced to 0 hit points.", "document": "deep-magic", "level": 9, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8100,7 +7851,6 @@ "desc": "Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn.\n\nYou lose concentration on this spell if you can’t see the target at the end of your turn.\n\n***Green Decay.*** The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8134,7 +7884,6 @@ "desc": "This spell affects any creatures you designate within range, as long as the group contains an equal number of allies and enemies. If the number of allies and enemies targeted isn’t the same, the spell fails. For the duration of the spell, each target gains a +2 bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls made involving other targets of the spell. All affected creatures can identify fellow targets of the spell by sight. If an affected creature makes any of the above rolls against a non-target, it takes a -2 penalty on that roll.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 round for each slot level above 2nd.", "target_type": "creature", @@ -8166,7 +7915,6 @@ "desc": "You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others.\n", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st.\n\n***Ritual Focus.*** If you expend your ritual focus, the effect lasts for 24 hours.", "target_type": "creature", @@ -8198,7 +7946,6 @@ "desc": "By observing the stars or the position of the sun, you are able to determine the cardinal directions, as well as the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8230,7 +7977,6 @@ "desc": "You create an arrow of eldritch energy and send it at a target you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 force damage, and it can’t take reactions until the end of its next turn.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "creature", @@ -8264,7 +8010,6 @@ "desc": "You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw; a creature can choose to fail this saving throw unless it’s currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration; if it’s currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell’s duration.\n", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.", "target_type": "creature", @@ -8296,7 +8041,6 @@ "desc": "You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can't take a long rest, terrified you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success.\n On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.", "document": "deep-magic", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell with a 6th-level spell slot, the duration is concentration, up to 8 hours and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.", "target_type": "creature", @@ -8328,7 +8072,6 @@ "desc": "When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. When an affected creature travels, it travels at a fast pace in the opposite direction of the direction you chose as it believes a pack of dogs or wolves follows it from the chosen direction.\n When an affected creature isn't traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified the pack will overcome it if it stops moving.\n An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can't safely move in the opposite direction of your chosen direction, it cowers in place, defending itself from hostile creatures but otherwise taking no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell's effect is suspended when an affected creature is engaged in combat, allowing it to move as necessary to face hostile creatures.", "document": "deep-magic", "level": 5, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.", "target_type": "creature", @@ -8360,7 +8103,6 @@ "desc": "You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.", "document": "deep-magic", "level": 8, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8392,7 +8134,6 @@ "desc": "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition—or the weapon itself if it's a thrown weapon—seeks its target's vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.", "target_type": "point", @@ -8424,7 +8165,6 @@ "desc": "For the duration, you and the creature you touch remain stable and unconscious if reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8456,7 +8196,6 @@ "desc": "You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.\n", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.", "target_type": "creature", @@ -8490,7 +8229,6 @@ "desc": "You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.", "document": "deep-magic", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8522,7 +8260,6 @@ "desc": "The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -8554,7 +8291,6 @@ "desc": "A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.", "document": "deep-magic", "level": 6, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8586,7 +8322,6 @@ "desc": "You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout “Pull!” When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used.\n", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, add 1 to your to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.", "target_type": "creature", @@ -8618,7 +8353,6 @@ "desc": "You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information:\n* The target’s most common name (if any).\n* The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).\n* The target’s current status (alive, dead, sick, wounded, healthy, etc.).\n* The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).\nAlternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.", "document": "deep-magic", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8650,7 +8384,6 @@ "desc": "You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -8682,7 +8415,6 @@ "desc": "When you touch a willing creature with a piece of charcoal while casting this spell, the target and everything it carries blends into and becomes part of the target’s shadow, which remains discernible, although its body seems to disappear. The shadow is incorporeal, has no weight, and is immune to all but psychic and radiant damage. The target remains aware of its surroundings and can move, but only as a shadow could move—flowing along surfaces as if the creature were moving normally. The creature can step out of the shadow at will, resuming its physical shape in the shadow’s space and ending the spell.\n\nThis spell cannot be cast in an area devoid of light, where a shadow would not normally appear. Even a faint light source, such as moonlight or starlight, is sufficient. If that light source is removed, or if the shadow is flooded with light in such a way that the physical creature wouldn’t cast a shadow, the spell ends and the creature reappears in the shadow’s space.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8714,7 +8446,6 @@ "desc": "A melee weapon you are holding is imbued with cold. For the duration, a rime of frost covers the weapon and light vapor rises from it if the temperature is above freezing. The weapon becomes magical and deals an extra 1d4 cold damage on a successful hit. The spell ends after 1 minute, or earlier if you make a successful attack with the weapon or let go of it.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "object", @@ -8746,7 +8477,6 @@ "desc": "You create an ethereal trap in the space of a creature you can see within range. The target must succeed on a Dexterity saving throw or its speed is halved until the end of its next turn.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8778,7 +8508,6 @@ "desc": "When you cast **hobble mount** as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.\n\nThis spell has no effect on a creature that your GM deems to not be a mount.\n", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.", "target_type": "creature", @@ -8812,7 +8541,6 @@ "desc": "You invoke divine powers to bless the ground within 60 feet of you. Creatures slain in the affected area cannot be raised as undead by magic or by the abilities of monsters, even if the corpse is later removed from the area. Any spell of 4th level or lower that would summon or animate undead within the area fails automatically. Such spells cast with spell slots of 5th level or higher function normally.\n", "document": "deep-magic", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the level of spells that are prevented from functioning increases by 1 for each slot level above 5th.", "target_type": "creature", @@ -8844,7 +8572,6 @@ "desc": "You magically sharpen the edge of any bladed weapon or object you are touching. The target weapon gets a +1 bonus to damage on its next successful hit.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -8876,7 +8603,6 @@ "desc": "You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration.\n\nThe target gains a bite attack and moves to and attacks the closest creature that isn’t an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. If the target is larger than Medium, its damage die increases by 1d4 for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn’t have all of its hit points.\n\nIf there isn’t a viable creature within range for the target to attack, it deals piercing damage to itself equal to 2d4 + its Strength modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, **hunger of Leng** lasts its full duration with no further saving throws allowed.", "document": "deep-magic", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8908,7 +8634,6 @@ "desc": "You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren't familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don't suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8940,7 +8665,6 @@ "desc": "You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter's camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.", "document": "deep-magic", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -8972,7 +8696,6 @@ "desc": "A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.\n\nEach wall has two arrow slits. One wall also includes an ice door with an [arcane lock]({{ base_url }}/spells/arcane-lock). You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the [arcane lock]({{ base_url }}/spells/arcane-lock) is dispelled).\n\nThe fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it’s in an area of bright sunlight.\n", "document": "deep-magic", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", "target_type": "area", @@ -9004,7 +8727,6 @@ "desc": "When you cast **ice hammer**, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature.\n\nThe warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.", "target_type": "creature", @@ -9036,7 +8758,6 @@ "desc": "You pour water from the vial and cause two [ice soldiers]({{ base_url }}/monsters/ice-soldier) to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts.\n", "document": "deep-magic", "level": 7, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.", "target_type": "creature", @@ -9068,7 +8789,6 @@ "desc": "When you cast this spell, three icicles appear in your hand. Each icicle has the same properties as a dagger but deals an extra 1d4 cold damage on a hit.\n\nThe icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. If the surrounding temperature is at or below freezing, the daggers last for 1 hour. They melt instantly if you take 10 or more fire damage.\n", "document": "deep-magic", "level": 1, - "school_old": "conjuration", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don’t melt until the start of your next turn.", "target_type": "creature", @@ -9100,7 +8820,6 @@ "desc": "You summon the cold, inky darkness of the Void into being around a creature that you can see. The target takes 10d10 cold damage and is restrained for the duration; a successful Constitution saving throw halves the damage and negates the restrained condition. A restrained creature gains one level of exhaustion at the start of each of its turns. Creatures immune to cold and that do not breathe do not gain exhaustion. A creature restrained in this way can repeat the saving throw at the end of each of its turns, ending the spell on a success.", "document": "deep-magic", "level": 7, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9134,7 +8853,6 @@ "desc": "One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves. If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permenant.\n\nThe petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with [greater restoration]({{ base_url }}/spells/greater-restoration) or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute.\n\nIf the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.", "document": "deep-magic", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9166,7 +8884,6 @@ "desc": "You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it's doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9198,7 +8915,6 @@ "desc": "You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks.\n If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.", "target_type": "creature", @@ -9230,7 +8946,6 @@ "desc": "You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it’s considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately.\n", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.", "target_type": "point", @@ -9262,7 +8977,6 @@ "desc": "An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse.\n\nA creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.", "document": "deep-magic", "level": 3, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "area", @@ -9294,7 +9008,6 @@ "desc": "With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9326,7 +9039,6 @@ "desc": "The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don't extend the spell's duration.", "document": "deep-magic", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "area", @@ -9358,7 +9070,6 @@ "desc": "Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10- foot cube (including floor and roof).\n\nEach wall has two arrow slits. One wall also includes a metal door with an [arcane lock]({{ base_url }}/spells/arcane-lock) effect on it. You designate at the time of the fort’s creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification.\n", "document": "deep-magic", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", "target_type": "creature", @@ -9390,7 +9101,6 @@ "desc": "With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don’t need to be the actual components a siege weapon is normally built from; they just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon’s hit points.\n\nFor example, a mangonel has 100 hit points. **Instant siege weapon** will fashion any collection of raw materials worth at least 100 gp into a mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.\n", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.", "target_type": "point", @@ -9422,7 +9132,6 @@ "desc": "You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap.\n When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare's location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.\n This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping.", "document": "deep-magic", "level": 2, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 3rd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.", "target_type": "point", @@ -9454,7 +9163,6 @@ "desc": "An **ire of the mountain** spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target. A creature holding or wearing the item must make a Dexterity saving throw. On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless. This spell cannot affect magic items.\n", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.", "target_type": "object", @@ -9488,7 +9196,6 @@ "desc": "**Iron hand** is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by **iron hand**, you have resistance to fire damage until the start of your next turn.", "document": "deep-magic", "level": 0, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -9520,7 +9227,6 @@ "desc": "Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 hit points immediately.\n", "document": "deep-magic", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 hit points for each slot level above 1st if its saving throw result is 18 or higher.", "target_type": "creature", @@ -9552,7 +9258,6 @@ "desc": "You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead.\n", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", @@ -9586,7 +9291,6 @@ "desc": "You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can't include manufactured structures and if such a structure exists in the area, the spell ends.\n While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.\n When you cast this spell, you can specify individuals that are helped by the area's effects. All other creatures in the area are hindered by the area's effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area's effects.\n *Killing fields* creates the following effects within the area.\n ***Pack Hunters.*** A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn't incapacitated. Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of its type to a hindered creature. Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature.\n You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don't end the spell.", "document": "deep-magic", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -9618,7 +9322,6 @@ "desc": "You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as [dominate person]({{ base_url }}/spells/dominate-person). The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\n", "document": "deep-magic", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", @@ -9652,7 +9355,6 @@ "desc": "Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9684,7 +9386,6 @@ "desc": "Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route.\n\nIn addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.\n\nYou gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment.\n\nAlso, while under the effect of this spell, you can exit any [maze]({{ base_url }}/spells/maze) spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.", "document": "deep-magic", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9716,7 +9417,6 @@ "desc": "You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn.\n", "document": "deep-magic", "level": 5, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.", "target_type": "creature", @@ -9750,7 +9450,6 @@ "desc": "You make a swift cutting motion through the air to lacerate a creature you can see within range. The target must make a Constitution saving throw. It takes 4d8 slashing damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the wound erupts with a violent spray of blood, and the target gains one level of exhaustion.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -9784,7 +9483,6 @@ "desc": "You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area.\n\nThis awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair.\n", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.", "target_type": "creature", @@ -9816,7 +9514,6 @@ "desc": "A burst of searing heat explodes from you, dealing 6d6 fire damage to all enemies within range. Immediately afterward, a wave of frigid cold rolls across the same area, dealing 6d6 cold damage to enemies. A creature that makes a successful Dexterity saving throw takes half the damage.\n", "document": "deep-magic", "level": 7, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th or 9th level, the damage from both waves increases by 1d6 for each slot level above 7th.", "target_type": "area", @@ -9848,7 +9545,6 @@ "desc": "When you cast **lava stone** on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn’t used immediately.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9882,7 +9578,6 @@ "desc": "A pulse of searing light rushes out from you. Each undead creature within 15 feet of you must make a Constitution saving throw. A target takes 8d6 radiant damage on a failed save, or half as much damage on a successful one.\n An undead creature reduced to 0 hit points by this spell disintegrates in a burst of radiant motes, leaving anything it was wearing or carrying in a space it formerly occupied.", "document": "deep-magic", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9916,7 +9611,6 @@ "desc": "You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.", "document": "deep-magic", "level": 7, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9948,7 +9642,6 @@ "desc": "You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier; on a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9982,7 +9675,6 @@ "desc": "While in a forest, you call a legion of rabid squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a [swarm of poisonous snakes]({{ base_url }}/monsters/swarm-of-poisonous-snakes), except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature. When the spell ends, the squirrels disperse back into the forest.\n", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", @@ -10014,7 +9706,6 @@ "desc": "This spell functions as [maze]({{ base_url }}/spells/maze), but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10046,7 +9737,6 @@ "desc": "With a snarled word of Void Speech, you create a swirling vortex of purple energy. Choose a point you can see within range. Creatures within 15 feet of the point take 10d6 necrotic damage, or half that damage with a successful Constitution saving throw. For each creature damaged by the spell, you can choose one other creature within range, including yourself, that is not a construct or undead. The secondary targets regain hit points equal to half the necrotic damage you dealt.\n", "document": "deep-magic", "level": 6, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the vortex’s damage increases by 1d6 for each slot level above 6th.", "target_type": "point", @@ -10078,7 +9768,6 @@ "desc": "Your touch can siphon energy from undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of the ally's hit point maximum. This effect can't heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action.", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -10112,7 +9801,6 @@ "desc": "Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell’s duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed.\n\nA creature can’t draw temporary hit points from the pool while it has temporary hit points from any source, including a previous casting of this spell.", "document": "deep-magic", "level": 8, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10144,7 +9832,6 @@ "desc": "For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.", "document": "deep-magic", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10176,7 +9863,6 @@ "desc": "You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails.\n* The arrow deals 2d6 necrotic damage to the target, and you heal the same amount of hit points.\n* You take 2d6 necrotic damage, and the target heals the same amount of hit points.\n", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage and hit points healed increase by 1d6 for each slot level above 1st.", "target_type": "creature", @@ -10208,7 +9894,6 @@ "desc": "This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM's ruling. The target also ignores the loading property of weapons.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10240,7 +9925,6 @@ "desc": "You whisper sibilant words of void speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion.\n\nA restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "document": "deep-magic", "level": 5, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "point", @@ -10272,7 +9956,6 @@ "desc": "You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A grease spell dispels lock armor on everything in its area.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", @@ -10304,7 +9987,6 @@ "desc": "You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10336,7 +10018,6 @@ "desc": "This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|-|-|\n| 1-3 | The creature spends its turn moping like a lovelorn teenager; it doesn’t move or take actions. |\n| 4–5 | The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. |\n| 6 | The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1. |\n| 7–8 | The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action. |\n| 9 | The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature. |\n| 10 | The creature can act and move normally. |\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save.\n", "document": "deep-magic", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", "target_type": "creature", @@ -10368,7 +10049,6 @@ "desc": "You whisper a string of Void Speech toward a target within range that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0, and it can’t benefit from increases to its speed. To maintain the effect for the duration, you must use your action on subsequent turns to continue whispering; otherwise, the spell ends. The spell also ends if the target takes damage.", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10400,7 +10080,6 @@ "desc": "Your hands become claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:\n ***Upper Limb.*** The target has disadvantage on Strength checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.\n ***Lower Limb.*** The target's speed is reduced by 10 feet, and it has disadvantage on Dexterity checks.\n ***Body.*** Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn't have resistance to the chosen damage type, it is vulnerable to that damage type instead.\n The effect is permanent until removed by *remove curse*, *greater restoration*, or similar magic.", "document": "deep-magic", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10434,7 +10113,6 @@ "desc": "You create an invisible miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.", "document": "deep-magic", "level": 8, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -10466,7 +10144,6 @@ "desc": "You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash.\n\nA creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn.\n\nThe diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.", "document": "deep-magic", "level": 9, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -10500,7 +10177,6 @@ "desc": "You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can't benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", "target_type": "creature", @@ -10532,7 +10208,6 @@ "desc": "When you cast **mass hobble mount**, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.\n\nThis spell has no effect on a creature that your GM deems to not be a mount.\n", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -10566,7 +10241,6 @@ "desc": "Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. A protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once a protected creature makes a successful saving throw allowed by **mass surge dampener**, the spell’s effect ends for that creature.", "document": "deep-magic", "level": 5, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10598,7 +10272,6 @@ "desc": "A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes 2d6 piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take 1d6 piercing damage from the spines. If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don’t break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage of the spiny bite and the spines increases by 1d6 for every two slot levels above 1st.", "target_type": "creature", @@ -10632,7 +10305,6 @@ "desc": "You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.\n\nA creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.", "document": "deep-magic", "level": 0, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10664,7 +10336,6 @@ "desc": "You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half as much damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -10696,7 +10367,6 @@ "desc": "One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.\n\nThe exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a [dispel magic]({{ base_url }}/spells/dispel-magic) or [dispel evil and good]({{ base_url }}/spells/dispel-evil-and-good) spell (the latter spell defeats **mind exchange** even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends.\n\nThe effects of the exchange can be made permanent with a [wish]({{ base_url }}/spells/wish) spell or comparable magic.", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -10728,7 +10398,6 @@ "desc": "When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10760,7 +10429,6 @@ "desc": "You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.", "document": "deep-magic", "level": 0, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10792,7 +10460,6 @@ "desc": "A colorful mist surrounds you out to a radius of 30 feet. Creatures inside the mist see odd shapes in it and hear random sounds that don’t make sense. The very concepts of order and logic don’t seem to exist inside the mist.\n\nAny 1st-level spell that’s cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell’s slot level or its original target or targeted area can’t be changed. Cantrips are unaffected. If (in the GM’s judgment) none of the caster’s spells known of that level can be transformed, the spell being cast simply fails.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.", "target_type": "creature", @@ -10824,7 +10491,6 @@ "desc": "This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.\n", "document": "deep-magic", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.", "target_type": "creature", @@ -10856,7 +10522,6 @@ "desc": "While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness.\n\nAny creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises.\n\nThe glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.", "document": "deep-magic", "level": 4, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -10888,7 +10553,6 @@ "desc": "This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.\n", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.", "target_type": "point", @@ -10920,7 +10584,6 @@ "desc": "This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.\n\nIf the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.\n", "document": "deep-magic", "level": 1, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.", "target_type": "creature", @@ -10952,7 +10615,6 @@ "desc": "You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. On a successful save, the spell has no effect.", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10984,7 +10646,6 @@ "desc": "You whisper in Void Speech and touch a weapon. Until the spell ends, the weapon turns black, becomes magical if it wasn’t before, and deals 2d6 necrotic damage (in addition to its normal damage) on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn.\n", "document": "deep-magic", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", @@ -11016,7 +10677,6 @@ "desc": "You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened are not affected by **night terrors**.", "document": "deep-magic", "level": 4, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11048,7 +10708,6 @@ "desc": "You call upon night to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of night centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is normal darkness, and thus heavily obscured. Creatures inside the darkened cylinder can see illuminated areas outside the cylinder normally.", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -11080,7 +10739,6 @@ "desc": "You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on itself on a successful save. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the saving throw, staying just out of reach of the jumping and barking dogs.\n", "document": "deep-magic", "level": 2, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", @@ -11112,7 +10770,6 @@ "desc": "You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage.\n\nYou can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11144,7 +10801,6 @@ "desc": "The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell. A character can be under the effect of only a single **not this day!** spell at one time; a second casting on the same target cancels the preexisting protection.", "document": "deep-magic", "level": 5, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11176,7 +10832,6 @@ "desc": "An orb of light the size of your hand shoots from your fingertips toward a creature within range, which takes 3d8 radiant damage and is blinded for 1 round. A target that makes a successful Dexterity saving throw takes half the damage and is not blinded.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -11210,7 +10865,6 @@ "desc": "This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 3, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.", "target_type": "creature", @@ -11242,7 +10896,6 @@ "desc": "You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move.\n\nEach round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster.", "document": "deep-magic", "level": 8, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11274,7 +10927,6 @@ "desc": "You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls—to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11306,7 +10958,6 @@ "desc": "You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it.\n\nYou can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires.\n", "document": "deep-magic", "level": 3, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.", "target_type": "creature", @@ -11338,7 +10989,6 @@ "desc": "A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn’t a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it. At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage.\n\nIf the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11372,7 +11022,6 @@ "desc": "By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -11404,7 +11053,6 @@ "desc": "You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:\n\n* ***Thick Fur.*** Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.\n* ***Keen Hearing and Smell.*** Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.\n* ***Pack Tactics.*** Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated.\n", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.", "target_type": "creature", @@ -11436,7 +11084,6 @@ "desc": "When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11468,7 +11115,6 @@ "desc": "When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.", "document": "deep-magic", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11502,7 +11148,6 @@ "desc": "You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits:\n* You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.\n* You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated.\n* Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit.\n* You gain a +2 bonus to AC.\n* You have proficiency on Constitution saving throws.", "document": "deep-magic", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -11534,7 +11179,6 @@ "desc": "A ray of shifting color springs from your hand. Make a ranged spell attack against a single creature you can see within range. The ray’s effect and the saving throw that applies to it depend on which color is dominant when the beam strikes its target, determined by rolling a d8.\n\n| d8 | Color | Effect | Saving Throw |\n|-|-|-|-|\n| 1 | Red | 8d10 fire damage | Dexterity |\n| 2 | Orange | 8d10 acid damage | Dexterity |\n| 3 | Yellow | 8d10 lightning damage | Dexterity |\n| 4 | Green | Target Poisoned | Constitution |\n| 5 | Blue | Target Deafened | Constitution |\n| 6 | Indigo | Target Frightened | Wisdom |\n| 7 | Violet | Target Stunned | Constitution |\n| 8 | Shifting Ray | Target Blinded | Constitution |\n\nA target takes half as much damage on a successful Dexterity saving throw. A successful Constitution or Wisdom saving throw negates the effect of a ray that inflicts a condition on the target; on a failed save, the target is affected for 5 rounds or until the effect is negated. If the result of your attack roll is a critical hit, you can choose the color of the beam that hits the target, but the attack does not deal additional damage.", "document": "deep-magic", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11566,7 +11210,6 @@ "desc": "Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage and has advantage on saving throws against Void spells.", "document": "deep-magic", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11598,7 +11241,6 @@ "desc": "When you cast **protective ice**, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.\n\nA creature striking a target encased in **protective ice** with a melee attack while within 5 feet of it takes 1d6 cold damage.\n\nIf the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired.\n", "document": "deep-magic", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th, but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd.", "target_type": "creature", @@ -11632,7 +11274,6 @@ "desc": "By harnessing the elemental power of fire, you warp nearby air into obscuring smoke. One creature you can see within range must make a Dexterity saving throw. If it fails, the creature is blinded until the start of your next turn. **Puff of smoke** has no effect on creatures that have tremorsense or blindsight.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11664,7 +11305,6 @@ "desc": "You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.", "document": "deep-magic", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", @@ -11698,7 +11338,6 @@ "desc": "You point toward an area of ground or a similar surface within range. A geyser of lava erupts from the chosen spot. The geyser is 5 feet in diameter and 40 feet high. Each creature in the cylinder when it erupts or at the start of your turn takes 10d8 fire damage, or half as much damage if it makes a successful Dexterity saving throw.\n\nThe geyser also forms a pool of lava at its base. Initially, the pool is the same size as the geyser, but at the start of each of your turns for the duration, the pool’s radius increases by 5 feet. A creature in the pool of lava (but not in the geyser) at the start of your turn takes 5d8 fire damage.\n\nWhen a creature leaves the pool of lava, its speed is reduced by half and it has disadvantage on Dexterity saving throws, caused by a hardening layer of lava. These penalties last until the creature uses an action to break the hardened stone away from itself.\n\nIf you maintain concentration on **pyroclasm** for a full minute, the lava geyser and pool harden into permanent, nonmagical stone. A creature in either area when the stone hardens is restrained until the stone is broken away.", "document": "deep-magic", "level": 9, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -11732,7 +11371,6 @@ "desc": "You make one living creature or plant within range move rapidly in time compared to you. The target becomes one year older. For example, you could cast this spell on a seedling, which causes the plant to sprout from the soil, or you could cast this spell on a newly hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw.\n", "document": "deep-magic", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year for each slot level above 4th.", "target_type": "creature", @@ -11764,7 +11402,6 @@ "desc": "You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.", "document": "deep-magic", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11796,7 +11433,6 @@ "desc": "You transform an ordinary cloak into a highly reflective, silvery garment. This mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a [ray of enfeeblement]({{ base_url }}/spells/ray-of-enfeeblement), [scorching ray]({{ base_url }}/spells/scorching-ray), or even [disintegrate]({{ base_url }}/spells/disintegrate), roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11828,7 +11464,6 @@ "desc": "By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can’t be lower than 20, you can’t be frightened, and you are immune to necrotic damage.\n\nIn addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast **quintessence** again.", "document": "deep-magic", "level": 8, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11860,7 +11495,6 @@ "desc": "You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.\n* Attack rolls resulting directly from lair actions are made with disadvantage.\n* Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.\n* Lair actions occur on an initiative count 10 lower than normal.\n\nThe caster has advantage on Constitution saving throws to maintain concentration on this spell.", "document": "deep-magic", "level": 4, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11892,7 +11526,6 @@ "desc": "You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw. An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear.\n", "document": "deep-magic", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.", "target_type": "creature", @@ -11924,7 +11557,6 @@ "desc": "You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist’s fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.\n\nThis spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit deals 6d6 force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -11956,7 +11588,6 @@ "desc": "You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a [greater restoration]({{ base_url }}/spells/greater-restoration) spell or comparable magic.\n\nThis spell has no effect on constructs or undead.", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -11990,7 +11621,6 @@ "desc": "You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons.\n\nWhen the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.\n", "document": "deep-magic", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.", "target_type": "creature", @@ -12022,7 +11652,6 @@ "desc": "You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.", "document": "deep-magic", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.", "target_type": "creature", @@ -12054,7 +11683,6 @@ "desc": "Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.", "target_type": "creature", @@ -12086,7 +11714,6 @@ "desc": "You touch the ground at your feet with the metal ring, creating an impact that shakes the earth ahead of you. Creatures and unattended objects touching the ground in a 15-foot cone emanating from you take 4d6 thunder damage, and creatures fall prone; a creature that makes a successful Dexterity saving throw takes half the damage and does not fall prone.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -12118,7 +11745,6 @@ "desc": "You touch a beast that has died within the last minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.", "document": "deep-magic", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "point", @@ -12150,7 +11776,6 @@ "desc": "You subtly warp the flow of space and time to enhance your conjurations with cosmic potency. Until the spell ends, the maximum duration of any conjuration spell you cast that requires concentration is doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on Charisma checks and Charisma saving throws.", "document": "deep-magic", "level": 7, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12182,7 +11807,6 @@ "desc": "You infuse two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within 60 feet of you with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot level above 1st.", "target_type": "creature", @@ -12216,7 +11840,6 @@ "desc": "The iron ring you use to cast the spell becomes a faintly shimmering circlet of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protected area have advantage on saving throws against spells, and all affected creatures gain resistance to one type of damage of your choice.", "document": "deep-magic", "level": 7, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -12248,7 +11871,6 @@ "desc": "With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder.\n\nAt the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options.\n\n* ***Riptide.*** The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone.\n* ***Undertow.*** The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -12282,7 +11904,6 @@ "desc": "A tremendous bell note explodes from your outstretched hand and rolls forward in a line 30 feet long and 5 feet wide. Each creature in the line must make a successful Constitution saving throw or be deafened for 1 minute. A creature made of material such as stone, crystal, or metal has disadvantage on its saving throw against this spell.\n\nWhile a creature is deafened in this way, it is wreathed in thundering energy; it takes 2d8 thunder damage at the start of its turn, and its speed is halved. A deafened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -12316,7 +11937,6 @@ "desc": "Your familiarity with the foul effects of death allows you to prevent a dead body from being returned to life using anything but the most powerful forms of magic.\n\nYou cast this spell by touching a creature that died within the last 24 hours. The body immediately decomposes to a state that prevents the body from being returned to life by the [raise dead]({{ base_url }}/spells/raise-dead) spell (though a [resurrection]({{ base_url }}/spells/resurrection) spell still works). At the end of this spell’s duration, the body decomposes to a rancid slime, and it can’t be returned to life except through a [true resurrection]({{ base_url }}/spells/true-resurrection) spell.\n", "document": "deep-magic", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional corpse for each slot level above 2nd.", "target_type": "creature", @@ -12348,7 +11968,6 @@ "desc": "You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed.\n\nA creature adjacent to the rune can use a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.", "document": "deep-magic", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12380,7 +11999,6 @@ "desc": "You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s secondary (stun) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw.\n\nThe spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12412,7 +12030,6 @@ "desc": "Casting **sand ship** on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal speed across sand instead of water for the duration of the spell. It can sail only over sand, not soil or solid rock. For the duration of the spell, the vessel doesn’t float; it must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast, or it sinks into the water.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -12444,7 +12061,6 @@ "desc": "When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a [blood elemental]({{ base_url }}/monsters/blood-elemental). The blood elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends.\n\nRoll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.", "document": "deep-magic", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -12476,7 +12092,6 @@ "desc": "You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.)\n\nOne creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of **scale rot** for 24 hours.\n", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.", "target_type": "creature", @@ -12508,7 +12123,6 @@ "desc": "You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12540,7 +12154,6 @@ "desc": "You create a ray of psychic energy to attack your enemies. Make a ranged spell attack against a creature. On a hit, the target takes 1d4 psychic damage and is deafened until the end of your next turn. If the target succeeds on a Constitution saving throw, it is not deafened.\n", "document": "deep-magic", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create one additional ray for each slot level above 1st. You can direct the rays at one target or several.", "target_type": "creature", @@ -12574,7 +12187,6 @@ "desc": "This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.", "document": "deep-magic", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -12606,7 +12218,6 @@ "desc": "You foresee your foe’s strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat.\n\nIf you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.", "document": "deep-magic", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12638,7 +12249,6 @@ "desc": "When you **cast sculpt** snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman.\n\nSculptures created by this spell can be animated with [animate objects]({{ base_url }}/spells/animate-objects) or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.", "target_type": "area", @@ -12670,7 +12280,6 @@ "desc": "You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.\n\nAberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn.\n\nCreatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 50 feet of the seal.\n\nThe seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.", "document": "deep-magic", "level": 7, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12704,7 +12313,6 @@ "desc": "This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 fire damage, or half the damage with a successful Constitution saving throw. A creature that’s shaded by a solid object —such as an awning, a building, or an overhanging boulder— has advantage on the saving throw. On your turn, you can use an action to move the center of the cylinder up to 20 feet along the ground in any direction.", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -12738,7 +12346,6 @@ "desc": "This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects.\n\nAlthough the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target. For example, the creature can see an enemy that has total cover but can’t shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a [geas]({{ base_url }}/spells/geas) spell, however, because [geas]({{ base_url }}/spells/geas) needs only a visible target.", "document": "deep-magic", "level": 5, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12770,7 +12377,6 @@ "desc": "This spell impregnates a living creature with a rapidly gestating [hydra]({{ base_url }}/spells/hydra) that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five‑headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature.\n\nDuring the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw.\n\nWhen the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard hydra, but with the ability to cast [bane]({{ base_url }}/spells/bane) as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t give it a command or it can’t follow your command, the hydra attacks the nearest living creature.\n\nAt the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.\n\nThe hydra disappears at the end of the spell’s duration, or its existence can be cut short with a [wish]({{ base_url }}/spells/wish) spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a [dispel magic]({{ base_url }}/spells/dispel-magic) spell under the normal rules for dispelling high-level magic.", "document": "deep-magic", "level": 8, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12804,7 +12410,6 @@ "desc": "Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration.\n\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it and can end the spell early.\n\n***Seeping Death.*** The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12836,7 +12441,6 @@ "desc": "Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12868,7 +12472,6 @@ "desc": "You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can’t willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn. Constructs and undead are immune to this effect.\n\nFor the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause the frightened condition.", "document": "deep-magic", "level": 0, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12900,7 +12503,6 @@ "desc": "You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as [color spray]({{ base_url }}/spells/color-spray). The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell.\n", "document": "deep-magic", "level": 2, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.", "target_type": "creature", @@ -12932,7 +12534,6 @@ "desc": "You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.", "document": "deep-magic", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -12964,7 +12565,6 @@ "desc": "You create a momentary needle of cold, sharp pain in a creature within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage immediately and have its speed halved until the start of your next turn.", "document": "deep-magic", "level": 0, - "school_old": "Illusion", "school": "evocation", "higher_level": "This spell’s damage increases to 2d6 when you reach 5th level, 3d6 when you reach 11th level, and 4d6 when you reach 17th level.", "target_type": "creature", @@ -12996,7 +12596,6 @@ "desc": "You make a melee spell attack against a creature you touch that has darkvision as an innate ability; on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses.", "document": "deep-magic", "level": 0, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13028,7 +12627,6 @@ "desc": "A freezing blast of shadow explodes out from you in a 10-foot cone. Any creature caught in the shadow takes 2d4 necrotic damage and is frightened; a successful Wisdom saving throw halves the damage and negates the frightened condition.\n", "document": "deep-magic", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by the attack increases by 2d4 for each slot level above 1st.", "target_type": "creature", @@ -13062,7 +12660,6 @@ "desc": "You choose up to two creatures within range. Each creature must make a Wisdom saving throw. On a failed save, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", "target_type": "creature", @@ -13094,7 +12691,6 @@ "desc": "You animate the shadow of a creature within range, causing it to attack that creature. As a bonus action when you cast the spell, or as an action on subsequent rounds while you maintain concentration, make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be incapacitated until the start of your next turn.\n", "document": "deep-magic", "level": 2, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -13128,7 +12724,6 @@ "desc": "You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter in the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends spill out onto the ground. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects into the portal.\n", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.", "target_type": "creature", @@ -13160,7 +12755,6 @@ "desc": "If a creature you designate within range fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is whispered only to you. The shadow speaks in the target’s native language.\n\nIf the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded.\n\nIf the secret was spoken aloud, the target takes a −2 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest.\n\n***Ritual Focus.*** If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the −2 penalty.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13192,7 +12786,6 @@ "desc": "You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you.\n\nIf you are reduced to 0 hit points, your oath is invoked; a shadow materializes within 5 feet of you. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.\n", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th.\n\n***Ritual Focus.*** If you expend your ritual focus, the spell summons a banshee instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows.", "target_type": "point", @@ -13224,7 +12817,6 @@ "desc": "You and up to five of your allies within range contribute part of your life force to create a pool that can be used for healing. Each target takes 5 necrotic damage (which can’t be reduced but can be healed normally), and those donated hit points are channeled into a reservoir of life essence. As an action, any creature who contributed to the pool of hit points can heal another creature by touching it and drawing hit points from the pool into the injured creature. The injured creature heals a number of hit points equal to your spellcasting ability modifier, and the hit points in the pool decrease by the same amount. This process can be repeated until the pool is exhausted or the spell’s duration expires.", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -13258,7 +12850,6 @@ "desc": "A small icy globe shoots from your finger to a point within range and then explodes in a spray of ice. Each creature within 20 feet of that point must make a successful Dexterity saving throw or become coated in ice for 1 minute. Ice-coated creatures move at half speed. An invisible creature becomes outlined by the ice so that it loses the benefits of invisibility while the ice remains. The spell ends for a specific creature if that creature takes 5 or more fire damage.", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -13292,7 +12883,6 @@ "desc": "By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting **shifting the odds** is made with disadvantage.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13324,7 +12914,6 @@ "desc": "You fill a humanoid creature with such cold that its teeth begin to chatter and its body shakes uncontrollably. Roll 5d8; the total is the maximum hit points of a creature this spell can affect. The affected creature must succeed on a Constitution saving throw, or it cannot cast a spell or load a missile weapon until the end of your next turn. Once a creature has been affected by this spell, it is immune to further castings of this spell for 24 hours.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "The maximum hit points you can affect increases by 4d8 when you reach 5th level (9d8), 11th level (13d8), and 17th level (17d8).", "target_type": "creature", @@ -13356,7 +12945,6 @@ "desc": "You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points. The damage and the temporary hit points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary hit points last until the spell ends.", "document": "deep-magic", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13390,7 +12978,6 @@ "desc": "With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast **sidestep arrow**. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks. After you move, the ranged attack is resolved with the intervening foe as the target instead of you.", "document": "deep-magic", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13422,7 +13009,6 @@ "desc": "You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot‑tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area.\n\nChoose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:\n* The creatures can’t willingly enter the cylinder’s area by nonmagical means; the cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder’s area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails.\n* They cannot hear any sounds that originate inside the cylinder.\n* They have disadvantage on attack rolls against targets inside the cylinder.\n* They can’t charm, frighten, or possess creatures inside the cylinder.\nCreatures that aren’t affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest.\n\nWhen you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest.\n", "document": "deep-magic", "level": 7, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.", "target_type": "creature", @@ -13454,7 +13040,6 @@ "desc": "You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.", "document": "deep-magic", "level": 0, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13486,7 +13071,6 @@ "desc": "When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13518,7 +13102,6 @@ "desc": "Your magic haunts the dreams of others. Choose a sleeping creature that you are aware of within range. Creatures that don’t sleep, such as elves, can’t be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from the rest, and when it awakens, it gains one level of exhaustion and is afflicted with short‑term madness.\n", "document": "deep-magic", "level": 3, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.", "target_type": "creature", @@ -13550,7 +13133,6 @@ "desc": "You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13582,7 +13164,6 @@ "desc": "You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form, you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so.\n\nIf you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra 1d6 force damage for every additional 10 feet traveled.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you touch for each slot level above 2nd.", "target_type": "creature", @@ -13614,7 +13195,6 @@ "desc": "A ball of snow forms 5 feet away from you and rolls in the direction you point at a speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving.\n\n| Round | Size | Damage |\n|-|-|-|\n| 1 | Small | 1d6 bludgeoning |\n| 2 | Medium | 2d6 bludgeoning |\n| 3 | Large | 4d6 bludgeoning |\n| 4 | Huge | 6d6 bludgeoning |\n\n", "document": "deep-magic", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -13646,7 +13226,6 @@ "desc": "This spell creates a simple “fort” from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort. The walls have AC 12, 30 hit points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, up to a maximum of 30 points.\n\nThe spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -13678,7 +13257,6 @@ "desc": "This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", @@ -13710,7 +13288,6 @@ "desc": "You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect.\n\n**Song of the forest** functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).\n\n***Ritual Focus.*** If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13742,7 +13319,6 @@ "desc": "You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "object", @@ -13774,7 +13350,6 @@ "desc": "You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13806,7 +13381,6 @@ "desc": "Spinning axes made of luminous force burst out from you to strike all creatures within 10 feet of you. Each of those creatures takes 5d8 force damage, or half the damage with a successful Dexterity saving throw. Creatures damaged by this spell that aren’t undead or constructs begin bleeding. A bleeding creature takes 2d6 necrotic damage at the end of each of its turns for 1 minute. A creature can stop the bleeding for itself or another creature by using an action to make a successful Wisdom (Medicine) check against your spell save DC or by applying any amount of magical healing.\n", "document": "deep-magic", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -13840,7 +13414,6 @@ "desc": "You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast.\n\nFor the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one. The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly.\n\nOnce the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.\n", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "The target has disadvantage on its Charisma saving throws if **spiteful weapon** is cast using a spell slot of 5th level or higher.", "target_type": "creature", @@ -13872,7 +13445,6 @@ "desc": "You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13904,7 +13476,6 @@ "desc": "You create a quarterstaff of pure necrotic energy that blazes with intense purple light; it appears in your chosen hand. If you let it go, it disappears, though you can evoke it again as a bonus action if you have maintained concentration on the spell.\n\nThis staff is an extremely unstable and impermanent magic item; it has 10 charges and does not require attunement. The wielder can use one of three effects:\n\n* By using your action to make a melee attack and expending 1 charge, you can attack with it. On a hit, the target takes 5d10 necrotic damage.\n* By expending 2 charges, you can release bolts of necrotic fire against up to 3 targets as ranged attacks for 1d8+4 necrotic damage each.\n\nThe staff disappears and the spell ends when all the staff's charges have been expended or if you stop concentrating on the spell.\n", "document": "deep-magic", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the melee damage increases by 1d10 for every two slot levels above 4th, or you add one additional ranged bolt for every two slot levels above 4th.", "target_type": "creature", @@ -13938,7 +13509,6 @@ "desc": "The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can't be the source of blood for any spell or effect that requires even a drop of blood.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -13970,7 +13540,6 @@ "desc": "You cause a mote of starlight to appear and explode in a 5-foot cube you can see within range. If a creature is in the cube, it must succeed on a Charisma saving throw or take 1d8 radiant damage.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "This spell’s damage increases to 2d8 when you reach 5th level, 3d8 when you reach 11th level, and 4d8 when you reach 17th level.", "target_type": "creature", @@ -14002,7 +13571,6 @@ "desc": "You cause bolts of shimmering starlight to fall from the heavens, striking up to five creatures that you can see within range. Each bolt strikes one target, dealing 6d6 radiant damage, knocking the target prone, and blinding it until the start of your next turn. A creature that makes a successful Dexterity saving throw takes half the damage, is not knocked prone, and is not blinded. If you name fewer than five targets, excess bolts strike the ground harmlessly.\n", "document": "deep-magic", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can create one additional bolt for each slot level above 5th.", "target_type": "creature", @@ -14034,7 +13602,6 @@ "desc": "This spell acts as [compelling fate]({{ base_url }}/spells/compelling-fate), except as noted above (**starry** vision can be cast as a reaction, has twice the range of [compelling fate]({{ base_url }}/spells/compelling-fate), and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success.\n", "document": "deep-magic", "level": 7, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.", "target_type": "creature", @@ -14066,7 +13633,6 @@ "desc": "This spell increases gravity tenfold in a 50-foot radius centered on you. Each creature in the area other than you drops whatever it’s holding, falls prone, becomes incapacitated, and can’t move. If a solid object (such as the ground) is encountered when a flying or levitating creature falls, the creature takes three times the normal falling damage. Any creature except you that enters the area or starts its turn there must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage; on a successful save, it takes 4d6 bludgeoning damage, it’s no longer incapacitated, and it can move at half speed.\n\nAll ranged weapon attacks inside the area have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles that have mass, such as [flaming sphere]({{ base_url }}/spells/flaming-sphere). A creature under the influence of a [freedom of movement]({{ base_url }}/spells/freedom-of-movement) spell or comparable magic has advantage on the Strength saving throws required by this spell, and its speed isn’t reduced once it recovers from being incapacitated.", "document": "deep-magic", "level": 9, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14100,7 +13666,6 @@ "desc": "When you cast **steal warmth** after taking cold damage, you select a living creature within 5 feet of you. That creature takes the cold damage instead, or half the damage with a successful Constitution saving throw. You regain hit points equal to the amount of cold damage taken by the target.\n", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.", "target_type": "creature", @@ -14132,7 +13697,6 @@ "desc": "You unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet.\n", "document": "deep-magic", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -14164,7 +13728,6 @@ "desc": "You open your mouth and unleash a shattering scream. All other creatures in a 30-foot radius around you take 10d10 thunder damage and are deafened for 1d8 hours. A successful Constitution saving throw halves the damage and reduces the deafness to 1 round.", "document": "deep-magic", "level": 8, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14196,7 +13759,6 @@ "desc": "Choose one creature you can see within range that isn’t a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target. A [remove curse]({{ base_url }}/spells/remove-curse) spell or similar magic ends the spell early.\n", "document": "deep-magic", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.", "target_type": "creature", @@ -14228,7 +13790,6 @@ "desc": "You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm.\n As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.\n ***Bats.*** The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.\n ***Birds.*** The creature takes 4d6 slashing damage, and has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature's attacks.\n ***Insects.*** The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.", "document": "deep-magic", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -14262,7 +13823,6 @@ "desc": "You call upon morning to arrive ahead of schedule. With a sharp word, you create a 30-foot-radius cylinder of light centered on a point on the ground within range. The cylinder extends vertically for 100 feet or until it reaches an obstruction, such as a ceiling. The area inside the cylinder is brightly lit.", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -14294,7 +13854,6 @@ "desc": "You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears:\n* Two [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng)\n* One [shantak]({{ base_url }}/monsters/shantak)\n\nWhen the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible.\n\nRoll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise.\n\nEach round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long.\n\nA summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear 1d6 rounds later or until they are killed.\n", "document": "deep-magic", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a 7th- or 8th-level spell slot, you can summon four [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng) or a [hound of Tindalos]({{ base_url }}/monsters/hound-of-tindalos). When you cast it with a 9th-level spell slot, you can summon five [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng) or a [nightgaunt]({{ base_url }}/monsters/nightgaunt).", "target_type": "creature", @@ -14326,7 +13885,6 @@ "desc": "You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. In all other ways, the star is equivalent to a [deva]({{ base_url }}/monsters/deva). It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 8, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14358,7 +13916,6 @@ "desc": "Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of a chaos magic surge. The protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once the protected creature makes a successful saving throw allowed by **surge dampener**, the spell ends.", "document": "deep-magic", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14390,7 +13947,6 @@ "desc": "You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition’s normal effect on the target is suspended, and the indicated effect applies instead. This spell’s effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition’s duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition.\n\n***Blinded:*** The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.\n\n***Charmed:*** The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.\n\n***Frightened:*** The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.\n\n***Paralyzed:*** The target can use one extra bonus action or reaction per round.\n\n***Petrified:*** The target gains a +2 bonus to AC.\n\n***Poisoned:*** The target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition.\n\n***Stunned:*** The target has advantage on Intelligence, Wisdom, and Charisma saving throws.", "document": "deep-magic", "level": 5, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14422,7 +13978,6 @@ "desc": "You draw an arcane symbol on an object, wall, or other surface at least 5 feet wide. When a creature other than you approaches within 5 feet of the symbol, that act triggers an arcane explosion. Each creature in a 60-foot cone must make a successful Wisdom saving throw or be stunned. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. After this symbol explodes or when the duration expires, its power is spent and the spell ends.", "document": "deep-magic", "level": 7, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -14454,7 +14009,6 @@ "desc": "You cause three parallel lines of thick, flared obsidian spikes to erupt from the ground. They appear within range on a solid surface, last for the duration, and provide three‐quarters cover to creatures behind them. You can make lines (up to 60 feet long, 10 feet high, and 5 feet thick) or form a circle (20 feet in diameter, up to 15 feet high and 5 feet thick).\n\nWhen the lines appear, each creature in their area must make a Dexterity saving throw. Creatures takes 8d8 slashing damage, or half as much damage on a successful save.\n\nA creature can move through the lines at the risk of cutting itself on the exposed edges. For every 1 foot a creature moves through the lines, it must spend 4 feet of movement. Furthermore, the first time a creature enters the lines on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 8d8 slashing damage on a failure, or half as much damage on a success.\n\nWhen you stop concentrating on the spell, you can cause the obsidian spikes to explode, dealing 5d8 slashing damage to any creature within 15 feet, or half as much damage on a successful Dexterity save.\n", "document": "deep-magic", "level": 7, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage from all effects of the lines increases by 1d8 for each slot level above 7th.", "target_type": "creature", @@ -14488,7 +14042,6 @@ "desc": "Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.", "document": "deep-magic", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14520,7 +14073,6 @@ "desc": "You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -14552,7 +14104,6 @@ "desc": "You launch thousands of needlelike darts in a 5-foot‐wide line that is 120 feet long. Each creature in the line takes 6d6 piercing damage, or half as much damage if it makes a successful Dexterity saving throw. The first creature struck by the darts makes the saving throw with disadvantage.\n", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -14586,7 +14137,6 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.\n", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -14618,7 +14168,6 @@ "desc": "You cast a knot of thunder at one enemy. Make a ranged spell attack against the target. If it hits, the target takes 1d8 thunder damage and can’t use reactions until the start of your next turn.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14652,7 +14201,6 @@ "desc": "You clap your hands, emitting a peal of thunder. Each creature within 20 feet of you takes 8d4 thunder damage and is deafened for 1d8 rounds, or it takes half as much damage and isn’t deafened if it makes a successful Constitution saving throw. On a saving throw that fails by 5 or more, the creature is also stunned for 1 round.\n\nThis spell doesn’t function in an area affected by a [silence]({{ base_url }}/spells/silence) spell. Very brittle material such as crystal might be shattered if it’s within range, at the GM’s discretion; a character holding such an object can protect it from harm by making a successful Dexterity saving throw.", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14686,7 +14234,6 @@ "desc": "With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.", "target_type": "creature", @@ -14718,7 +14265,6 @@ "desc": "This spell acts as [thunderous charge]({{ base_url }}/spells/thunderous-charge), but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of thunderous stampede.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 2nd.", "target_type": "creature", @@ -14750,7 +14296,6 @@ "desc": "You initiate a shock wave centered at a point you designate within range. The wave explodes outward into a 30-foot-radius sphere. This force deals no damage directly, but every creature the wave passes through must make a Strength saving throw. On a failed save, a creature is pushed 30 feet and knocked prone; if it strikes a solid obstruction, it also takes 5d6 bludgeoning damage. On a successful save, a creature is pushed 15 feet and not knocked prone, and it takes 2d6 bludgeoning damage if it strikes an obstruction. The spell also emits a thunderous boom that can be heard within 400 feet.", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -14784,7 +14329,6 @@ "desc": "You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself.", "document": "deep-magic", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14816,7 +14360,6 @@ "desc": "A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.", "document": "deep-magic", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -14848,7 +14391,6 @@ "desc": "You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.", "document": "deep-magic", "level": 9, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -14880,7 +14422,6 @@ "desc": "You touch a construct and throw it forward in time if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.", "document": "deep-magic", "level": 8, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14912,7 +14453,6 @@ "desc": "You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn. If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated.\n\nAn affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.", "document": "deep-magic", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14944,7 +14484,6 @@ "desc": "You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature’s speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell’s duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.", "document": "deep-magic", "level": 8, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -14976,7 +14515,6 @@ "desc": "You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15008,7 +14546,6 @@ "desc": "This spell destabilizes the flow of time, enabling you to create a vortex of temporal fluctuations that are visible as a spherical distortion with a 10-foot radius, centered on a point within range. Each creature in the area when you cast the spell must succeed on a Wisdom saving throw or be affected by the time vortex. While the spell lasts, a creature that enters the sphere or starts its turn inside the sphere must also succeed on a Wisdom saving throw or be affected. On a successful save, it becomes immune to this casting of the spell.\n\nAn affected creature can’t take reactions and rolls a d10 at the start of its turn to determine its behavior for that turn.\n\n| D10 | EFFECT |\n|-|-|\n| 1–2 | The creature is affected as if by a slow spell until the start of its next turn. |\n| 3–5 | The creature is stunned until the start of its next turn. |\n| 6–8 | The creature’s current initiative result is reduced by 5. The creature begins using this new initiative result in the next round. Multiple occurrences of this effect for the same creature are cumulative. |\n| 9–10 | The creature’s speed is halved (round up to the nearest 5-foot increment) until the start of its next turn. |\n\nYou can move the temporal vortex 10 feet each round as a bonus action. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", "target_type": "point", @@ -15040,7 +14577,6 @@ "desc": "You call forth a swirling, crackling wave of constantly shifting pops, flashes, and swept-up debris. This chaos can confound one creature. If the target gets a failure on a Wisdom saving throw, roll a d4 and consult the following table to determine the result. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Otherwise, the spell ends when its duration expires.\n\n| D4 | Effect |\n|-|-|\n| 1 | Blinded |\n| 2 | Stunned |\n| 3 | Deafened |\n| 4 | Prone |\n\n", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15072,7 +14608,6 @@ "desc": "You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15104,7 +14639,6 @@ "desc": "**Tongue of sand** is similar in many ways to [magic mouth]({{ base_url }}/spells/magic-mouth). When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.\n\nAdditionally, **tongue of sand** has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.", "document": "deep-magic", "level": 3, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15136,7 +14670,6 @@ "desc": "You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC. On a failed check, the creature’s action is used but the spell slot isn’t expended.", "document": "deep-magic", "level": 5, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15168,7 +14701,6 @@ "desc": "You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.", "document": "deep-magic", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15200,7 +14732,6 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.\n", "document": "deep-magic", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -15234,7 +14765,6 @@ "desc": "When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one *tracer* target at a time. If you put a *tracer* on a different target, the effect on the previous target ends.\n A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.", "document": "deep-magic", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "point", @@ -15266,7 +14796,6 @@ "desc": "You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch.\n\nAn affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies.\n\nCreatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.", "document": "deep-magic", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15298,7 +14827,6 @@ "desc": "You touch a plant and it regains 1d4 hit points. Alternatively, you can cure it of one disease or remove pests from it. Once you cast this spell on a plant or plant creature, you can't cast it on that target again for 24 hours. This spell can be used only on plants and plant creatures.", "document": "deep-magic", "level": 0, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -15330,7 +14858,6 @@ "desc": "One willing creature you touch gains a climbing speed equal to its walking speed. This climbing speed functions only while the creature is in contact with a living plant or fungus that’s growing from the ground. The creature can cling to an appropriate surface with just one hand or with just its feet, leaving its hands free to wield weapons or cast spells. The plant doesn’t give under the creature’s weight, so the creature can walk on the tiniest of tree branches, stand on a leaf, or run across the waving top of a field of wheat without bending a stalk or touching the ground.", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15362,7 +14889,6 @@ "desc": "You touch a tree and ask one question about anything that might have happened in its immediate vicinity (such as “Who passed by here?”). You get a mental sensation of the response, which lasts for the duration of the spell. Trees do not have a humanoid’s sense of time, so the tree might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the tree’s perspective. Trees are particularly attentive to anything that might harm the forest and always report such activities when questioned.\n\nIf you cast this spell on a tree that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15394,7 +14920,6 @@ "desc": "By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result.\n\nThe spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects.\n", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.", "target_type": "area", @@ -15426,7 +14951,6 @@ "desc": "You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15458,7 +14982,6 @@ "desc": "You transform one of the four elements—air, earth, fire, or water—into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose.\n* ***Air.*** Vapor condenses into snowfall. If the effect of a [fog cloud]({{ base_url }}/spells/fog-cloud) spell, a [stinking cloud]({{ base_url }}/spells/stinking-cloud), or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage—and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage).\n* ***Earth.*** Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage.\n* ***Fire.*** Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.\n* ***Water.*** Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.", "document": "deep-magic", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -15492,7 +15015,6 @@ "desc": "You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15524,7 +15046,6 @@ "desc": "You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.\n\nYou can use a bonus action on your turn to move the area of the storm 30 feet in any direction.", "document": "deep-magic", "level": 9, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "point", @@ -15558,7 +15079,6 @@ "desc": "You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll a d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; you can roll a d10 twice and choose the result you prefer, but you gain one level of exhaustion. At the end of the spell, your body returns to its normal form.\n", "document": "deep-magic", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.\n ## Uncontrollable Transformation \n| D10 | Mutation |\n|-|-|\n| 1 | A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools. |\n| 2 | Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table). |\n| 3 | A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier. |\n| 4 | A second face appears on the back of your head. You gain darkvision out to a range of 120 feet and advantage on sight‐based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself. |\n| 5 | You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons. |\n| 6 | Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20. |\n| 7 | You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal. |\n| 8 | Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage. |\n| 9 | Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground. |\n| 10 | You grow three sets of feathered wings that give you a flying speed equal to your walking speed and the ability to hover. |\n\n ## Damage Type \n\n| d10 | Damage Type |\n|-|-|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |\n\n", "target_type": "creature", @@ -15590,7 +15110,6 @@ "desc": "You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target’s AC by 2.\n\n**Undermine armor** has no effect on creatures that aren’t wearing armor.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15622,7 +15141,6 @@ "desc": "Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.", "document": "deep-magic", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15654,7 +15172,6 @@ "desc": "You cause a stone statue that you can see within 60 feet of you to animate as your ally. The statue has the statistics of a [stone golem]({{ base_url }}/monsters/stone-golem). It takes a turn immediately after your turn. As a bonus action on your turn, you can order the golem to move and attack, provided you’re within 60 feet of it. Without orders from you, the statue does nothing.\n\nWhenever the statue has 75 hit points or fewer at the start of your turn or it is more than 60 feet from you at the start of your turn, you must make a successful DC 16 spellcasting check or the statue goes berserk. On each of its turns, the berserk statue attacks you or one of your allies. If no creature is near enough to be attacked, the statue dashes toward the nearest one instead. Once the statue goes berserk, it remains berserk until it’s destroyed.\n\nWhen the spell ends, the animated statue reverts to a normal, mundane statue.", "document": "deep-magic", "level": 9, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -15686,7 +15203,6 @@ "desc": "By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll.\n", "document": "deep-magic", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.", "target_type": "creature", @@ -15718,7 +15234,6 @@ "desc": "You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it.\n\nThe strangler is invisible to all creatures except you, and it can’t be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\n\nIf any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler can’t attack another target. If the strangler scores a critical hit, the target begins to suffocate and can’t speak until the grapple ends.", "document": "deep-magic", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15750,7 +15265,6 @@ "desc": "You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates.\n\nThe vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, the vine is permanent until destroyed or dispelled.", "target_type": "point", @@ -15782,7 +15296,6 @@ "desc": "When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that’s within 30 feet of you and that can see you must make a Wisdom saving throw. On a failed save, a creature claws savagely at its eyes, dealing piercing damage to itself equal to 1d6 + the creature’s Strength modifier. The creature is also stunned until the end of its next turn and blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.", "document": "deep-magic", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15814,7 +15327,6 @@ "desc": "You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a **+1 flaming longsword** with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a **+1 flaming longsword** for the caster who placed the bloodstain on it. A [wand of magic missiles]({{ base_url }}/spells/wand-of-magic-missiles) would be no more than a stick in the hands of anyone but the caster.\n", "document": "deep-magic", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.", "target_type": "object", @@ -15846,7 +15358,6 @@ "desc": "You speak a hideous string of Void Speech that leaves your mouth bloodied, causing a rift into nothingness to tear open. The rift takes the form of a 10-foot-radius sphere, and it forms around a point you can see within range. The area within 40 feet of the sphere’s outer edge becomes difficult terrain as the Void tries to draw everything into itself. A creature that starts its turn within 40 feet of the sphere or that enters that area for the first time on its turn must succeed on a Strength saving throw or be pulled 15 feet toward the rift. A creature that starts its turn in the rift or that comes into contact with it for the first time on its turn takes 8d10 necrotic damage. Creatures inside the rift are blinded and deafened. Unattended objects within 40 feet of the rift are drawn 15 feet toward it at the start of your turn, and they take damage as creatures if they come into contact with it.\n\nWhile concentrating on the spell, you take 2d6 necrotic damage at the end of each of your turns.", "document": "deep-magic", "level": 9, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -15880,7 +15391,6 @@ "desc": "With a short phrase of Void Speech, you gather writhing darkness around your hand. When you cast the spell, and as an action on subsequent turns while you maintain concentration, you can unleash a bolt of darkness at a creature within range. Make a ranged spell attack. If the target is in dim light or darkness, you have advantage on the roll. On a hit, the target takes 5d8 necrotic damage and is frightened of you until the start of your next turn.\n", "document": "deep-magic", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast the spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -15914,7 +15424,6 @@ "desc": "You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell.\n\nIn addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell’s new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster’s level.", "document": "deep-magic", "level": 7, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15946,7 +15455,6 @@ "desc": "Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 2d6 + your Strength modifier and is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and it takes the same damage at the start of each of your turns. You can grapple only one creature at a time.\n\nThe Armor Class of the tentacles is equal to yours. If they take slashing damage equal to 5 + your Constitution modifier from a single attack, enough tentacles are severed to enable a grappled creature to escape. Severed tentacles are replaced by new ones at the start of your turn. Damage dealt to the tentacles doesn’t affect your hit points.\n\nWhile the spell is in effect, you are incapable of speech and can’t cast spells that have verbal components.", "document": "deep-magic", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -15978,7 +15486,6 @@ "desc": "For the duration, invisible creatures and objects within 20 feet of you become visible to you, and you have advantage on saving throws against effects that cause the frightened condition. The effect moves with you, remaining centered on you until the duration expires.\n", "document": "deep-magic", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slot levels above 1st.", "target_type": "creature", @@ -16010,7 +15517,6 @@ "desc": "This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -16042,7 +15548,6 @@ "desc": "When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world.\n\nYou can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. If you have the ability to retrace a path you have previously taken without making a check (as a minotaur or a goristro can), this check automatically succeeds. On a failed check, you don't find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends.\n\nWhen the spell ends, you and those traveling with you appear in a safe location at your destination.\n", "document": "deep-magic", "level": 6, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.", "target_type": "creature", @@ -16074,7 +15579,6 @@ "desc": "This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can’t use reactions. Each successful attack deals 4d6 slashing damage, and the damage is considered magical.\n\nThe wall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the miniature axes fall to the ground in a tidy heap.", "document": "deep-magic", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -16106,7 +15610,6 @@ "desc": "You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a [slow]({{ base_url }}/spells/slow) spell.", "document": "deep-magic", "level": 5, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -16138,7 +15641,6 @@ "desc": "You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.", "document": "deep-magic", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -16170,7 +15672,6 @@ "desc": "A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.", "document": "deep-magic", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -16202,7 +15703,6 @@ "desc": "When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a **+1 dagger**.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a **+2 dagger**. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a **+2 dagger of wounding**. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a **+3 dagger of wounding**.", "target_type": "creature", @@ -16234,7 +15734,6 @@ "desc": "You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature.\n", "document": "deep-magic", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.", "target_type": "area", @@ -16266,7 +15765,6 @@ "desc": "You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While **wild shield** is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.\n\n**Wild shield** ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels **wild shield** can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled.\n", "document": "deep-magic", "level": 4, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.", "target_type": "area", @@ -16298,7 +15796,6 @@ "desc": "Your swift gesture creates a solid lash of howling wind. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage from the shearing wind and is pushed 5 feet away from you.", "document": "deep-magic", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -16332,7 +15829,6 @@ "desc": "You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe.\n\nThe sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).", "document": "deep-magic", "level": 8, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -16366,7 +15862,6 @@ "desc": "You create a swirling tunnel of strong wind extending from yourself in a direction you choose. The tunnel is a line 60 feet long and 10 feet wide. The wind blows from you toward the end of the line, which is stationary once created. A creature in the line moving with the wind (away from you) adds 10 feet to its speed, and ranged weapon attacks launched with the wind don’t have disadvantage because of long range. Creatures in the line moving against the wind (toward you) spend 2 feet of movement for every 1 foot they move, and ranged weapon attacks launched along the line against the wind are made with disadvantage.\n\nThe wind tunnel immediately disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the line. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance of extinguishing them.", "document": "deep-magic", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -16398,7 +15893,6 @@ "desc": "This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment.\n\nAs a bonus action, you can move the center of the effect 20 feet.", "document": "deep-magic", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -16430,7 +15924,6 @@ "desc": "When you cast this spell, the piercing rays of a day’s worth of sunlight reflecting off fresh snow blankets the area. A creature caught in the spell’s area must succeed on a Constitution saving throw or have disadvantage on ranged attacks and Wisdom (Perception) checks for the duration of the spell. In addition, an affected creature’s vision is hampered such that foes it targets are treated as having three-quarters cover.", "document": "deep-magic", "level": 6, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -16462,7 +15955,6 @@ "desc": "Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point—within 500 feet—that’s part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails.\n\nIf the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.", "document": "deep-magic", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -16494,7 +15986,6 @@ "desc": "You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.\n", "document": "deep-magic", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", @@ -16526,7 +16017,6 @@ "desc": "You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell.\n\nIf you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.", "target_type": "area", @@ -16558,7 +16048,6 @@ "desc": "You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.", "document": "deep-magic", "level": 0, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -16590,7 +16079,6 @@ "desc": "By blowing a pinch of confetti from your cupped hand, you create a burst of air that can rip weapons and other items out of the hands of your enemies. Each enemy in a 20-foot radius centered on a point you target within range must make a successful Strength saving throw or drop anything held in its hands. The objects land 10 feet away from the creatures that dropped them, in random directions.", "document": "deep-magic", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -16622,7 +16110,6 @@ "desc": "Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.\n\nAlthough you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.\n", "document": "deep-magic", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.", "target_type": "object", @@ -16656,7 +16143,6 @@ "desc": "You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way. While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw.\n\nA successful [remove curse]({{ base_url }}/spells/remove-curse) spell ends both effects.", "document": "deep-magic", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", diff --git a/data/v2/kobold-press/dmag-e/Spell.json b/data/v2/kobold-press/dmag-e/Spell.json index 46a9a61f..9e7bcb57 100644 --- a/data/v2/kobold-press/dmag-e/Spell.json +++ b/data/v2/kobold-press/dmag-e/Spell.json @@ -7,7 +7,6 @@ "desc": "Deep Magic: clockwork You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster's Proficiency bonus (modified by the construct's Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct's Strength and Dexterity modifiers when using skills based on those particular abilities. Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster's mind returns to his or her body.", "document": "dmag-e", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct's range also increases by 10 feet for each slot level.", "target_type": "object", @@ -39,7 +38,6 @@ "desc": "You create a faintly shimmering field of charged energy around yourself. Within that area, the intensity of ley lines you're able to draw on increases from weak to strong, or from strong to titanic. If no ley lines are near enough for you to draw on, you can treat the area of the spell itself as an unlocked, weak ley line.", "document": "dmag-e", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -71,7 +69,6 @@ "desc": "Deep Magic: clockwork This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn't severely damaged or destroyed. If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct's hit points are halved. An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct's size as follows. Size HP AC Attack STR DEX Spell Slot Tiny 15 12 +3, 1d4+4 4 16 1st Small 25 13 +4, 1d8+2 6 14 2nd Medium 40 14 +5, 2d6+1 10 12 3rd Large 50 15 +6, 2d10+2 14 10 4th Huge 80 16 +8, 2d12+4 18 8 5th Gargantuan 100 17 +10, 4d8+6 20 6 6th", "document": "dmag-e", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.", "target_type": "object", @@ -103,7 +100,6 @@ "desc": "Deep Magic: temporal By touching an object, you retrieve another version of the object from elsewhere in time. If the object is attended, you must succeed on a melee spell attack roll against the creature holding or controlling the object. Any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object. If either object is destroyed, both are destroyed. This spell does not affect sentient items or unique artifacts.", "document": "dmag-e", "level": 7, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -135,7 +131,6 @@ "desc": "Deep Magic: clockwork The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.", "document": "dmag-e", "level": 1, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -167,7 +162,6 @@ "desc": "Deep Magic: clockwork This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.", "document": "dmag-e", "level": 1, - "school_old": "conjuration", "school": "evocation", "higher_level": "Casting armored shell using a higher-level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.", "target_type": "creature", @@ -199,7 +193,6 @@ "desc": "You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.", "document": "dmag-e", "level": 6, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -231,7 +224,6 @@ "desc": "Deep Magic: hieroglyph You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.", "document": "dmag-e", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "object", @@ -263,7 +255,6 @@ "desc": "By touching a target, you gain one sense, movement type and speed, feat, language, immunity, or extraordinary ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that's been dead no longer than 1 minute; a corpse makes no saving throw. You can possess only one borrowed power at a time.", "document": "dmag-e", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level, its duration increases to 1 hour. Additionally, the target loses the stolen power for the duration of the spell.", "target_type": "creature", @@ -295,7 +286,6 @@ "desc": "Deep Magic: clockwork You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action; it acts either immediately before or after you.", "document": "dmag-e", "level": 8, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -327,7 +317,6 @@ "desc": "You create a 10-foot tall, 20-foot radius ring of destructive energy around a point you can see within range. The area inside the ring is difficult terrain. When you cast the spell and as a bonus action on each of your turns, you can choose one of the following damage types: cold, fire, lightning, necrotic, or radiant. Creatures and objects that touch the ring, that are inside it when it's created, or that end their turn inside the ring take 6d6 damage of the chosen type, or half damage with a successful Constitution saving throw. A creature or object reduced to 0 hit points by the spell is reduced to fine ash. At the start of each of your subsequent turns, the ring's radius expands by 20 feet. Any creatures or objects touched by the expanding ring are subject to its effects immediately.", "document": "dmag-e", "level": 9, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -359,7 +348,6 @@ "desc": "You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it's one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness).", "document": "dmag-e", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", @@ -393,7 +381,6 @@ "desc": "Deep Magic: illumination You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; listed after the spell). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell. Conjunction: Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you. Eclipse: Eclipses plunge the world into darkness and strengthen connections to the shadow plane. When you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. Nova: The nova is a powerful aid to divination spells. You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.", "document": "dmag-e", "level": 9, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -425,7 +412,6 @@ "desc": "You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature's blood in the cruor of visions, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy (see the crystal ball description in the Fifth Edition rules). I When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).", "document": "dmag-e", "level": 5, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -457,7 +443,6 @@ "desc": "You extract the goodness in food, pulling all the nutrition out of three days' worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed. The original food appears unchanged and though it's still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve.", "document": "dmag-e", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, an additional three meals' worth of food can be extracted for each slot level above 1st. Ritual Focus. If you expend your ritual focus, you can choose to have each day's worth of foyson take the form of a slice of delicious elven bread.", "target_type": "object", @@ -489,7 +474,6 @@ "desc": "Deep Magic: clockwork You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.", "document": "dmag-e", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -521,7 +505,6 @@ "desc": "Deep Magic: clockwork You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject's movement, vision, or outgoing attacks.", "document": "dmag-e", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -553,7 +536,6 @@ "desc": "Deep Magic: void magic A willing creature you touch is imbued with the persistence of ultimate Chaos. Until the spell ends, the target has advantage on the first three death saving throws it attempts.", "document": "dmag-e", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th, 6th, or 7th level, the duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the duration increases to 72 hours.", "target_type": "creature", @@ -585,7 +567,6 @@ "desc": "You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration.", "document": "dmag-e", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a 9th-level spell slot, choose two damage types instead of one.", "target_type": "creature", @@ -617,7 +598,6 @@ "desc": "Deep Magic: clockwork You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.", "document": "dmag-e", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.", "target_type": "creature", @@ -651,7 +631,6 @@ "desc": "Deep Magic: clockwork You designate a spot within range, and massive gears emerge from the ground at that spot, creating difficult terrain in a 20-foot radius. Creatures that move in the area must make successful Dexterity saving throws after every 10 feet of movement or when they stand up. Failure indicates that the creature falls prone and takes 1d8 points of bludgeoning damage.", "document": "dmag-e", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -685,7 +664,6 @@ "desc": "This spell makes flammable material burn twice as long as normal.", "document": "dmag-e", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -717,7 +695,6 @@ "desc": "Deep Magic: clockwork You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearforged traits except as follows: Vulnerability: Hellforged are vulnerable to radiant damage. Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that effect the mind or behavior. Past Life: The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proficiency in one skill. Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can't rejoin.", "document": "dmag-e", "level": 7, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "point", @@ -749,7 +726,6 @@ "desc": "The target gains blindsight to a range of 60 feet.", "document": "dmag-e", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.", "target_type": "creature", @@ -781,7 +757,6 @@ "desc": "Deep Magic: clockwork You imbue a spell of 1st thru 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it effects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.", "document": "dmag-e", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "You can perform this ritual as a 7th-level spell to imbue a spell of 4th or 5th level.", "target_type": "object", @@ -813,7 +788,6 @@ "desc": "Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.", "document": "dmag-e", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -845,7 +819,6 @@ "desc": "You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.", "document": "dmag-e", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -877,7 +850,6 @@ "desc": "You set up ley energy vibrations in a 10-foot cube within range, and name one type of damage. Each creature in the area must make a successful Wisdom saving throw or lose resistance to the chosen damage type for the duration of the spell.", "document": "dmag-e", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a 7th-level spell slot, choose two damage types instead of one.", "target_type": "creature", @@ -909,7 +881,6 @@ "desc": "You create a 15-foot-radius sphere filled with disruptive ley energy. The sphere is centered around a point you can see within range. Surfaces inside the sphere shift erratically, becoming difficult terrain for the duration. Any creature in the area when it appears, that starts its turn in the area, or that enters the area for the first time on a turn must succeed on a Dexterity saving throw or fall prone. If you cast this spell in an area within the influence of a ley line, creatures have disadvantage on their saving throws against its effect. Special. A geomancer with a bound ley line is “within the influence of a ley line” for purposes of ley disruption as long as he or she is on the same plane as the bound line.", "document": "dmag-e", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -941,7 +912,6 @@ "desc": "You transform ambient ley power into a crackling bolt of energy 100 feet long and 5 feet wide. Each creature in the line takes 5d8 force damage, or half damage with a successful Dexterity saving throw. The bolt passes through the first inanimate object in its path, and creatures on the other side of the obstacle receive no bonus to their saving throw from cover. The bolt stops if it strikes a second object.", "document": "dmag-e", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bolt's damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -975,7 +945,6 @@ "desc": "You channel destructive ley energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. This spell has no effect against constructs or undead.", "document": "dmag-e", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", @@ -1009,7 +978,6 @@ "desc": "You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.", "document": "dmag-e", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1041,7 +1009,6 @@ "desc": "A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it's created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is disruptive aura spell. Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw). Special. A geomancer who casts this spell regains 4d10 hit points.", "document": "dmag-e", "level": 9, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1075,7 +1042,6 @@ "desc": "You unleash the power of a ley line within 5 miles, releasing a spark that flares into a 30-foot sphere centered around a point within 150 feet of you. Each creature in the sphere takes 14d6 force damage and is stunned for 1 minute; a successful Constitution saving throw halves the damage and negates the stun. A stunned creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.", "document": "dmag-e", "level": 9, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1109,7 +1075,6 @@ "desc": "You channel the power of a ley line within 1 mile into a crackling tendril of multicolored ley energy. The tendril extends from your hand but doesn't interfere with your ability to hold or manipulate objects. When you cast the spell and as a bonus action on subsequent turns, you can direct the tendril to strike a target within 50 feet of you. Make a melee spell attack; on a hit, the tendril does 3d8 force damage and the target must make a Strength saving throw. If the saving throw fails, you can push the target away or pull it closer, up to 10 feet in either direction. Special. A geomancer with a bound ley line can cast this spell as long as he or she is on the same plane as the bound line.", "document": "dmag-e", "level": 6, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -1141,7 +1106,6 @@ "desc": "Loki's gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you're currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.", "document": "dmag-e", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1173,7 +1137,6 @@ "desc": "Deep Magic: clockwork You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.", "document": "dmag-e", "level": 8, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1205,7 +1168,6 @@ "desc": "Deep Magic: clockwork Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.", "document": "dmag-e", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1237,7 +1199,6 @@ "desc": "Deep Magic: clockwork You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.", "document": "dmag-e", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.", "target_type": "creature", @@ -1269,7 +1230,6 @@ "desc": "You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.", "document": "dmag-e", "level": 2, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1301,7 +1261,6 @@ "desc": "Deep Magic: clockwork As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.", "document": "dmag-e", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.", "target_type": "object", @@ -1333,7 +1292,6 @@ "desc": "Deep Magic: clockwork You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct; giving such an order ends the spell.", "document": "dmag-e", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1365,7 +1323,6 @@ "desc": "Deep Magic: clockwork ritual You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity's symbol onto the victim's forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control. The avatar is 8 feet tall and appears to be made of black iron wreathed in flames. Its eyes, mouth, and a portion of its torso are cut away to show the churning fire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following differences: Alignment is Neutral Evil; Speed is 50 feet and it cannot burrow or use earth glide; it gains the fire form ability of a fire elemental, but it cannot squeeze through small spaces; its Slam does an additional 1d10 fire damage. This transformation lasts for 24 hours. At the end of that time, the subject returns to its normal state and takes 77 (14d10) fire damage, or half damage with a successful DC 15 Constitution saving throw.", "document": "dmag-e", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1399,7 +1356,6 @@ "desc": "Deep Magic: clockwork You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut off at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shift planes with the bubble or leap outside of it a moment before the shift occurs. Any natural reaction between the two planes occurs normally (fire spreads, water flows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and effects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shift back to their original places automatically after 24 hours. Note that the amount of preparation involved (acquiring and attuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wide-ranging effect, it's also advisable to discuss your interest in this spell with your GM before adding it to your character's repertoire.", "document": "dmag-e", "level": 8, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1431,7 +1387,6 @@ "desc": "Deep Magic: clockwork You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and its turn ends; it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled and it needs to have its daily maintenance performed immediately, if it relies on any of those things.", "document": "dmag-e", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1465,7 +1420,6 @@ "desc": "Deep Magic: clockwork You speak a word of power, and energy washes over a single construct you touch. The construct regains all of its lost hit points, all negative conditions on the construct end, and it can use a reaction to stand up, if it was prone.", "document": "dmag-e", "level": 8, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1497,7 +1451,6 @@ "desc": "Deep Magic: clockwork You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.", "document": "dmag-e", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1529,7 +1482,6 @@ "desc": "Deep Magic: clockwork A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.", "document": "dmag-e", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.", "target_type": "object", @@ -1561,7 +1513,6 @@ "desc": "When you cast this spell, you open a glowing portal into the plane of shadow. The portal remains open for 1 minute, until 10 creatures step through it, or until you collapse it (no action required). Stepping through the portal places you on a shadow road leading to a destination within 50 miles, or in a direction specified by you. The road is in ideal condition. You and your companions can travel it safely at a normal pace, but you can't rest on the road; if you stop for more than 10 minutes, the spell expires and dumps you back into the real world at a random spot within 10 miles of your starting point. The spell expires 2d6 hours after being cast. When that happens, travelers on the road are safely deposited near their specified destination or 50 miles from their starting point in the direction that was specified when the spell was cast. Travelers never incur exhaustion no matter how many hours they spent walking or riding on the shadow road. The temporary shadow road ceases to exist; anything left behind is lost in the shadow realm. Each casting of risen road creates a new shadow road. A small chance exists that a temporary shadow road might intersect with an existing shadow road, opening the possibility for meeting other travelers or monsters, or for choosing a different destination mid-journey. The likelihood is entirely up to the GM.", "document": "dmag-e", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1593,7 +1544,6 @@ "desc": "Deep Magic: clockwork You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.", "document": "dmag-e", "level": 6, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1625,7 +1575,6 @@ "desc": "By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, you open a portal directly into the Shadow Realm. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely in the Shadow Realm. The portal remains open for one minute or until you lose concentration on it, and it can be used to travel between the Shadow Realm and the chalk circle, in both directions, as many times as desired during the spell's duration. This spell can only be cast as a ritual.", "document": "dmag-e", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -1657,7 +1606,6 @@ "desc": "You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.", "document": "dmag-e", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1689,7 +1637,6 @@ "desc": "Your eyes burn with a bright, cold light that inflicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it suffers the first stage of snow blindness (see [Conditions]({{ base_url }}/sections/conditions)), or the second stage of snow blindness if it already has the first stage. The target recovers as described in [Conditions]({{ base_url }}/sections/conditions).", "document": "dmag-e", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1721,7 +1668,6 @@ "desc": "This spell can be cast when you are hit by an enemy's attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.", "document": "dmag-e", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1753,7 +1699,6 @@ "desc": "Deep Magic: clockwork One willing creature you touch becomes immune to mind-altering effects and psychic damage for the spell's duration.", "document": "dmag-e", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1785,7 +1730,6 @@ "desc": "Deep Magic: clockwork You surround yourself with the perfect order of clockwork. Chaotic creatures that start their turn in the area or enter it on their turn take 5d8 psychic damage. The damage is 8d8 for Chaotic aberrations, celestials, elementals, and fiends. A successful Wisdom saving throw halves the damage, but Chaotic creatures (the only ones affected by the spell) make the saving throw with disadvantage.", "document": "dmag-e", "level": 6, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1817,7 +1761,6 @@ "desc": "You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone. As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.", "document": "dmag-e", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1849,7 +1792,6 @@ "desc": "You call on the power of the dark gods of the afterlife to strengthen the target's undead energy. The spell's target has advantage on saving throws against Turn Undead while the spell lasts. If this spell is cast on a corpse that died from darakhul fever, the corpse gains a +5 bonus on its roll to determine whether it rises as a darakhul.", "document": "dmag-e", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1881,7 +1823,6 @@ "desc": "Deep Magic: void magic You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as a Void speaker (Creature Codex NPC) augmented by boons from the Void. Choose one of the following options for the type of avatar that appears (other options might be available if the GM allows): Avatar of Cthulhu. The Void speaker is a goat-man with the ability to cast black goat's blessing and unseen strangler at will. Avatar of Yog-Sothoth. The Void speaker is a human with 1d4 + 1 flesh warps and the ability to cast gift of Azathoth and thunderwave at will. When the avatar appears, you must make a Charisma saving throw. If it succeeds, the avatar is friendly to you and your allies. If it fails, the avatar is friendly to no one and attacks the nearest creature to it, pursuing and fighting for as long as possible. Roll initiative for the avatar, which takes its own turn. If friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature. Each round you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw or take 1d6 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc. The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the avatar becomes uncontrolled and hostile and doesn't disappear until 1d6 rounds later or it's killed.", "document": "dmag-e", "level": 9, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1913,7 +1854,6 @@ "desc": "Deep Magic: clockwork You speak a word and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.", "document": "dmag-e", "level": 0, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1945,7 +1885,6 @@ "desc": "Deep Magic: clockwork You halt the normal processes of degradation and wear in a nonmagical clockwork device, making normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year; if it previously needed monthly maintenance, it now requires attention only once a decade.", "document": "dmag-e", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1977,7 +1916,6 @@ "desc": "Deep Magic: clockwork You target a construct, giving it an extra action or move on each of its turns.", "document": "dmag-e", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2009,7 +1947,6 @@ "desc": "You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to an contact other plane.", "document": "dmag-e", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2041,7 +1978,6 @@ "desc": "Deep Magic: clockwork You copy your memories, or those learned from the spell read memory, onto an empty memory gear.", "document": "dmag-e", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", diff --git a/data/v2/kobold-press/kp/Spell.json b/data/v2/kobold-press/kp/Spell.json index b54667d3..eb391e6f 100644 --- a/data/v2/kobold-press/kp/Spell.json +++ b/data/v2/kobold-press/kp/Spell.json @@ -7,7 +7,6 @@ "desc": "The forest floor swirls and shifts around you to welcome you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to Hide. While hidden in a forest, you have advantage on your next Initiative check. The spell ends if you attack or cast a spell.", "document": "kp", "level": 1, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any target of this spell attacks or casts a spell.", "target_type": "creature", @@ -39,7 +38,6 @@ "desc": "By performing this ritual, you can cast a spell on one nearby creature and have it affect a different, more distant creature. Both targets must be related by blood (no more distantly than first cousins). Neither of them needs to be a willing target. The blood strike ritual is completed first, taking 10 minutes to cast on yourself. Then the spell to be transferred is immediately cast by you on the initial target, which must be close enough to touch no matter what the spell's normal range is. The secondary target must be within 1 mile and on the same plane of existence as you. If the second spell allows a saving throw, it's made by the secondary target, not the initial target. If the saving throw succeeds, any portion of the spell that's avoided or negated by the secondary target affects the initial target instead. A creature can be the secondary target of blood strike only once every 24 hours; subsequent attempts during that time take full effect against the initial target with no chance to affect the secondary target. Only spells that have a single target can be transferred via blood stike. For example, a lesser restoration) currently affecting the initial creature and transfer it to the secondary creature, which then makes any applicable saving throw against the effect. If the saving throw fails or there is no saving throw, the affliction transfers completely and no longer affects the initial target. If the saving throw succeeds, the initial creature is still afflicted and also suffers anew any damage or conditions associated with first exposure to the affliction.", "document": "kp", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -71,7 +69,6 @@ "desc": "Deep Magic: summoning You summon a swarm of manabane scarabs that has just 40 hit points. The swarm appears at a spot you choose within 60 feet and attacks the closest enemy. You can conjure the swarm to appear in an enemy's space. If you prefer, you can summon two full-strength, standard swarms of insects (including beetles, centipedes, spiders, or wasps) instead.", "document": "kp", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -103,7 +100,6 @@ "desc": "A creature you touch must make a successful Constitution saving throw or be cursed with a shifting, amorphous form. Spells that change the target creature's shape (such as polymorph) do not end the curse, but they do hold the creature in a stable form, temporarily mitigating it until the end of that particular spell's duration; shapechange and stoneskin have similar effects. While under the effect of the curse of formlessness, the target creature is resistant to slashing and piercing damage and ignores the additional damage done by critical hits, but it can neither hold nor use any item, nor can it cast spells or activate magic items. Its movement is halved, and winged flight becomes impossible. Any armor, clothing, helmet, or ring becomes useless. Large items that are carried or worn, such as armor, backpacks, or clothing, become hindrances, so the target has disadvantage on Dexterity checks and saving throws while such items are in place. A creature under the effect of a curse of formlessness can try to hold itself together through force of will. The afflicted creature uses its action to repeat the saving throw; if it succeeds, the afflicted creature negates the penalties from the spell until the start of its next turn.", "document": "kp", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -135,7 +131,6 @@ "desc": "You draw forth the ebbing life force of a creature and question it. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you temporarily prevent its spirit from passing into the next realm. You are able to hear the spirit, though the spirit doesn't appear to any creature without the ability to see invisible creatures. The spirit communicates directly with your psyche and cannot see or hear anything but what you tell it. You can ask the spirit a number of questions equal to your proficiency bonus. Questions must be asked directly; a delay of more than 10 seconds between the spirit answering one question and you asking another allows the spirit to escape into the afterlife. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. The spirit cannot lie to you, but it can refuse to answer a question that would harm its living family or friends, or truthfully answer that it doesn't know. Once the spirit answers your allotment of questions, it passes on.", "document": "kp", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -167,7 +162,6 @@ "desc": "You generate an entropic field that rapidly ages every creature in the area of effect. The field covers a sphere with a 20-foot radius centered on you. Every creature inside the sphere when it's created, including you, must make a successful Constitution saving throw or gain 2 levels of exhaustion from sudden, traumatic aging. A creature that ends its turn in the field must repeat the saving throw, gaining 1 level of exhaustion per subsequent failure. You have advantage on these saving throws. An affected creature sheds 1 level of exhaustion at the end of its turn, if it started the turn outside the spell's area of effect (or the spell has ended). Only 1 level of exhaustion can be removed this way; all remaining levels are removed when the creature completes a short or long rest. A creature that died from gaining 6 levels of exhaustion, however, remains dead.", "document": "kp", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -199,7 +193,6 @@ "desc": "You create a ripple of dark energy that destroys everything it touches. You create a 10-foot-radius, 10-foot-deep cylindrical extra-dimensional hole on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the original conjured space, or on an expanded space as it grows, must succeed on a Dexterity saving throw to avoid falling in. The sloped pit edges crumble continuously, and any creature adjacent to the pit when it expands must succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like incapacitated for 2 rounds. When the spell ends, creatures within the pit must make a Constitution saving throw. Those who succeed rise up with the bottom of the pit until they are standing on the original surface. Those who fail also rise up but are stunned for 2 rounds.", "document": "kp", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase the depth of the pit by 10 feet for each slot level above 3rd.", "target_type": "creature", @@ -231,7 +224,6 @@ "desc": "You draw forth the ebbing life force of a creature and use it to feed the worms. Upon casting this spell, you touch a creature that dropped to 0 hit points since your last turn. If it fails a Constitution saving throw, its body is completely consumed by worms in moments, leaving no remains. In its place is a swarm of worms (treat as a standard swarm of insects) that considers all other creatures except you as enemies. The swarm remains until it's killed.", "document": "kp", "level": 1, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -263,7 +255,6 @@ "desc": "Deep Magic: forest-bound You create a 20-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 7 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 7 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 7 can't extend into the cube. If the cube overlaps an area of ley line magic, such as greater ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.", "document": "kp", "level": 7, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 9th level or higher, its duration is concentration, up to 1 hour.", "target_type": "creature", @@ -295,7 +286,6 @@ "desc": "Deep Magic: Rothenian You summon a spectral herd of ponies to drag off a creature that you can see in range. The target must be no bigger than Large and must make a Dexterity saving throw. On a successful save, the spell has no effect. On a failed save, a spectral rope wraps around the target and pulls it 60 feet in a direction of your choosing as the herd races off. The ponies continue running in the chosen direction for the duration of the spell but will alter course to avoid impassable obstacles. Once you choose the direction, you cannot change it. The ponies ignore difficult terrain and are immune to damage. The target is prone and immobilized but can use its action to make a Strength or Dexterity check against your spell DC to escape the spectral bindings. The target takes 1d6 bludgeoning damage for every 20 feet it is dragged by the ponies. The herd moves 60 feet each round at the beginning of your turn.", "document": "kp", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.", "target_type": "creature", @@ -329,7 +319,6 @@ "desc": "This ritual must be cast during a solar eclipse. It can target a person, an organization (including a city), or a kingdom. If targeting an organization or a kingdom, the incantation requires an object epitomizing the entity as part of the material component, such as a crown, mayoral seal, standard, or primary relic. If targeting a person, the primary performer must hold a vial of the person's blood. Over the course of the incantation, the components are mixed and the primary caster inscribes a false history and a sum of knowledge concerning the target into the book using the mockingbird quills. When the incantation is completed, whatever the caster wrote in the book becomes known and accepted as truth by the target. The target can attempt a Wisdom saving throw to negate this effect. If the target was a city or a kingdom, the saving throw is made with advantage by its current leader or ruler. If the saving throw fails, all citizens or members of the target organization or kingdom believe the account written in the book to be fact. Any information contrary to what was written in the book is forgotten within an hour, but individuals who make a sustained study of such information can attempt a Wisdom saving throw to retain the contradictory knowledge. Books containing contradictory information are considered obsolete or purposely misleading. Permanent structures such as statues of heroes who've been written out of existence are believed to be purely artistic endeavors or so old that no one remembers their identities anymore. The effects of this ritual can be reversed by washing the written words from the book using universal solvent and then burning the book to ashes in a magical fire. Incantation of lies made truth is intended to be a villainous motivator in a campaign, with the player characters fighting to uncover the truth and reverse the spell's effect. The GM should take care not to remove too much player agency with this ritual. The creatures affected should be predominantly NPCs, with PCs and even select NPCs able to resist it. Reversing the effect of the ritual can be the entire basis of a campaign.", "document": "kp", "level": 9, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "object", @@ -361,7 +350,6 @@ "desc": "Deep Magic: dragon With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell's range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line. All creatures in that line and up to 100 feet above it take 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. A creature that fails the saving throw is impaled by a chunk of crystal that halves the creature's speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a successful DC 13 Strength check. If the check succeeds, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.", "document": "kp", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -395,7 +383,6 @@ "desc": "Deep Magic: forest-bound You create a 10-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 5 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 5 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 5 can't extend into the cube. If the cube overlaps an area of ley line magic, such as lesser ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.", "document": "kp", "level": 5, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, its duration is concentration, up to 1 hour.", "target_type": "creature", @@ -427,7 +414,6 @@ "desc": "Deep Magic: forest-bound While in your bound forest, you tune your senses to any disturbances of ley energy flowing through it. For the duration, you are aware of any ley line manipulation or ley spell casting within 5 miles of you. You know the approximate distance and general direction to each disturbance within that range, but you don't know its exact location. This doesn't allow you to locate the ley lines themselves, just any use or modification of them.", "document": "kp", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -459,7 +445,6 @@ "desc": "For the duration, you can sense the presence of any dimensional portals within range and whether they are one-way or two-way. If you sense a portal using this spell, you can use your action to peer through the portal to determine its destination. You gain a glimpse of the area at the other end of the shadow road. If the destination is not somewhere you have previously visited, you can make a DC 25 Intelligence (Arcana, History or Nature-whichever is most relevant) check to determine to where and when the portal leads.", "document": "kp", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -491,7 +476,6 @@ "desc": "You touch a creature who must be present for the entire casting. A beam of moonlight shines down from above, bathing the target in radiant light. The spell fails if you can't see the open sky. If the target has any levels of shadow corruption, the moonlight burns away some of the Shadow tainting it. The creature must make a Constitution saving throw against a DC of 10 + the number of shadow corruption levels it has. The creature takes 2d10 radiant damage per level of shadow corruption and removes 1 level of shadow corruption on a failed saving throw, or half as much damage and removes 2 levels of shadow corruption on a success.", "document": "kp", "level": 5, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -525,7 +509,6 @@ "desc": "When you cast this spell, your body becomes highly mutable, your flesh constantly shifting and quivering, occasionally growing extra parts-limbs and eyes-only to reabsorb them soon afterward. While under the effect of this spell, you have resistance to slashing and piercing damage and ignore the additional damage done by critical hits. You can squeeze through Tiny spaces without penalty. In addition, once per round, as a bonus action, you can make an unarmed attack with a newly- grown limb. Treat it as a standard unarmed attack, but you choose whether it does bludgeoning, piercing, or slashing damage.", "document": "kp", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -557,7 +540,6 @@ "desc": "You must tap the power of a titanic or strong ley line to cast this spell (see the Ley Initiate feat). You open a new two-way Red Portal on the shadow road, leading to a precise location of your choosing on any plane of existence. If located on the Prime Material Plane, this destination can be in the present day or up to 1,000 years in the past. The portal lasts for the duration. Deities and other planar rulers can prevent portals from opening in their presence or anywhere within their domains.", "document": "kp", "level": 9, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -589,7 +571,6 @@ "desc": "Deep Magic: Rothenian A powerful wind swirls from your outstretched hand toward a point you choose within range, where it explodes with a low roar into vortex of air. Each creature in a 20-foot-radius cylinder centered on that point must make a Strength saving throw. On a failed save, the creature takes 3d8 bludgeoning damage, is pulled to the center of the cylinder, and thrown 50 feet upward into the air. If a creature hits a solid obstruction, such as a stone ceiling, when it's thrown upward, it takes bludgeoning damage as if it had fallen (50 feet - the distance it's traveled upward). For example, if a creature hits the ceiling after rising only 10 feet, it takes bludgeoning damage as if it had fallen (50 feet - 10 feet =) 40 feet, or 4d6 bludgeoning damage.", "document": "kp", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, increase the distance affected creatures are thrown into the air by 10 feet for each slot above 3rd.", "target_type": "point", @@ -623,7 +604,6 @@ "desc": "When you cast this spell, you can reset the destination of a Red Portal within range, diverting the shadow road so it leads to a location of your choosing. This destination must be in the present day. You can specify the target destination in general terms such as the City of the Fire Snakes, Mammon's home, the Halls of Avarice, or in the Eleven Hells, and anyone stepping through the portal while the spell is in effect will appear in or near that destination. If you reset the destination to the City of the Fire Snakes, for example, the portal might now lead to the first inner courtyard inside the city, or to the marketplace just outside at the GM's discretion. Once the spell's duration expires, the Red Portal resets to its original destination (50% chance) or to a new random destination (roll on the Destinations table).", "document": "kp", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can specify a destination up to 100 years in the past for each slot level beyond 5th.", "target_type": "object", @@ -655,7 +635,6 @@ "desc": "You draw blood from the corpse of a creature that has been dead for no more than 24 hours and magically fashion it into a spear of frozen blood. This functions as a +1 spear that does cold damage instead of piercing damage. If the spear leaves your hand for more than 1 round, it melts and the spell ends.", "document": "kp", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "If the spell is cast with a 4th-level spell slot, it creates a +2 spear. A 6th-level spell slot creates a +3 spear.", "target_type": "creature", @@ -687,7 +666,6 @@ "desc": "When you cast this spell, you create illusory doubles that move when you move but in different directions, distracting and misdirecting your opponents. When scattered images is cast, 1d4 + 2 images are created. Images behave exactly as those created with mirror image, with the exceptions described here. These images remain in your space, acting as invisible or the attacker is blind, the spell has no effect.", "document": "kp", "level": 4, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -719,7 +697,6 @@ "desc": "You seal a Red Portal or other dimensional gate within range, rendering it inoperable until this spell is dispelled. While the portal remains sealed in this way, it cannot be found with the locate Red Portal spell.", "document": "kp", "level": 6, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -751,7 +728,6 @@ "desc": "The selfish wish grants the desires of a supplicant in exchange for power. Like a wish for a great increase in Strength may come with an equal reduction in Intelligence). In exchange for casting the selfish wish, the caster also receives an influx of power. The caster receives the following bonuses for 2 minutes: Doubled speed one extra action each round (as haste) Armor class increases by 3", "document": "kp", "level": 9, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -783,7 +759,6 @@ "desc": "Casting this spell consumes the corpse of a creature and creates a shadowy duplicate of it. The creature returns as a shadow beast. The shadow beast has dim memories of its former life and retains free will; casters are advised to be ready to make an attractive offer to the newly-risen shadow beast, to gain its cooperation.", "document": "kp", "level": 6, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -815,7 +790,6 @@ "desc": "This spell temporarily draws a willow tree from the Shadow Realm to the location you designate within range. The tree is 5 feet in diameter and 20 feet tall.\n When you cast the spell, you can specify individuals who can interact with the tree. All other creatures see the tree as a shadow version of itself and can't grasp or climb it, passing through its shadowy substance. A creature that can interact with the tree and that has Sunlight Sensitivity or Sunlight Hypersensitivity is protected from sunlight while within 20 feet of the tree. A creature that can interact with the tree can climb into its branches, giving the creature half cover.", "document": "kp", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -847,7 +821,6 @@ "desc": "You draw a rune or inscription no larger than your hand on the target. The target must succeed on a Constitution saving throw or be branded with the mark on a location of your choosing. The brand appears as an unintelligible mark to most creatures. Those who understand the Umbral language recognize it as a mark indicating the target is an enemy of the shadow fey. Shadow fey who view the brand see it outlined in a faint glow. The brand can be hidden by mundane means, such as clothing, but it can be removed only by the *remove curse* spell.\n While branded, the target has disadvantage on ability checks when interacting socially with shadow fey.", "document": "kp", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -879,7 +852,6 @@ "desc": "You cut yourself and bleed as tribute to Marena, gaining power as long as the blood continues flowing. The stigmata typically appears as blood running from the eyes or ears, or from wounds manifesting on the neck or chest. You take 1 piercing damage at the beginning of each turn and gain a +2 bonus on damage rolls. Any healing received by you, magical or otherwise, ends the spell.", "document": "kp", "level": 2, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage you take at the start of each of your turns and the bonus damage you do both increase by 1 for each slot level above 2nd, and the duration increases by 1 round for each slot level above 2nd.", "target_type": "creature", @@ -911,7 +883,6 @@ "desc": "Chernobog doesn't care that the Night Cauldron only focuses on one aspect of his dominion. After all, eternal night leads perfectly well to destruction and murder, especially by the desperate fools seeking to survive in the new, lightless world. Having devotees at the forefront of the mayhem suits him, so he allows a small measure of his power to infuse worthy souls. After contacting the Black God, the ritual caster makes a respectful yet forceful demand for him to deposit some of his power into the creature that is the target of the ritual. For Chernobog to comply with this demand, the caster must make a successful DC 20 spellcasting check. If the check fails, the spell fails and the caster and the spell's target become permanently vulnerable to fire; this vulnerability can be ended with remove curse or comparable magic. If the spell succeeds, the target creature gains darkvision (60 feet) and immunity to cold. Chernobog retains the privilege of revoking these gifts if the recipient ever wavers in devotion to him.", "document": "kp", "level": 9, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -943,7 +914,6 @@ "desc": "You draw forth the ebbing life force of a creature and use its arcane power. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you gain knowledge of spells, innate spells, and similar abilities it could have used today were it still alive. Expended spells and abilities aren't revealed. Choose one of these spells or abilities with a casting time no longer than 1 action. Until you complete a long rest, you can use this spell or ability once, as a bonus action, using the creature's spell save DC or spellcasting ability bonus.", "document": "kp", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -975,7 +945,6 @@ "desc": "This spell summons a swarm of ravens or other birds-or a swarm of bats if cast at night or underground-to serve you as spies. The swarm moves out as you direct, but it won't patrol farther away than the spell's range. Commands must be simple, such as “search the valley to the east for travelers” or “search everywhere for humans on horses.” The GM can judge how clear and effective your instructions are and use that estimation in determining what the spies report. You can recall the spies at any time by whispering into the air, but the spell ends when the swarm returns to you and reports. You must receive the swarm's report before the spell expires, or you gain nothing. The swarm doesn't fight for you; it avoids danger if possible but defends itself if it must. You know if the swarm is destroyed, and the spell ends.", "document": "kp", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "area", diff --git a/data/v2/kobold-press/toh/Spell.json b/data/v2/kobold-press/toh/Spell.json index aa12547b..61e8df07 100644 --- a/data/v2/kobold-press/toh/Spell.json +++ b/data/v2/kobold-press/toh/Spell.json @@ -7,7 +7,6 @@ "desc": "You touch a wooden, plaster, or stone surface and create a passage with two trapdoors. The first trapdoor appears where you touch the surface, and the other appears at a point you can see up to 30 feet away. The two trapdoors can be wooden with a metal ring handle, or they can match the surrounding surfaces, each with a small notch for opening the door. The two trapdoors are connected by an extradimensional passage that is up to 5 feet wide, up to 5 feet tall, and up to 30 feet long. The trapdoors don't need to be on the same surface, allowing the passage to connect two separated locations, such as the two sides of a chasm or river. The passage is always straight and level for creatures inside it, and the creatures exit the tunnel in such a way that allows them to maintain the same orientation as when they entered the passage. No more than five creatures can transit the passage at the same time.\n When the spell ends and the trapdoors disappear, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest the end of the passage closest to them.", "document": "toh", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the length of the passage and the distance you can place the second trapdoor increases by 10 feet for each slot level above 3rd.", "target_type": "point", @@ -39,7 +38,6 @@ "desc": "You bolster the defenses of those nearby. Choose up to twelve willing creatures in range. When an affected creature is within 5 feet of at least one other affected creature, they create a formation. The formation must be a contiguous grouping of affected creatures, and each affected creature must be within 5 feet of at least one other affected creature within the formation. If the formation ever has less than two affected creatures, it ends, and an affected creature that moves further than 5 feet from other creatures in formation is no longer in that formation. Affected creatures don't have to all be in the same formation, and they can create or end as many formations of various sizes as they want for the duration of the spell. Each creature in a formation gains a bonus depending on how many affected creatures are in that formation.\n ***Two or More Creatures.*** Each creature gains a +2 bonus to AC.\n ***Four or More Creatures.*** Each creature gains a +2 bonus to AC, and when it hits with any weapon, it deals an extra 1d6 damage of the weapon's type.\n ***Six or More Creatures.*** Each creature gains a +3 bonus to AC, and when it hits with any weapon, it deals an extra 2d6 damage of the weapon's type.", "document": "toh", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -71,7 +69,6 @@ "desc": "This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.\n An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.", "document": "toh", "level": 5, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -103,7 +100,6 @@ "desc": "You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):\n* One ally gains advantage on its next attack roll, saving throw, or ability check.\n* An enemy has disadvantage on the next attack roll it makes against you or an ally.\n* You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.\n* Three allies who can see and hear you on your turn are given the benefit of a *bless*, *guidance*, or *resistance spell* on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.", "document": "toh", "level": 5, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -135,7 +131,6 @@ "desc": "You imbue a willing creature with a touch of lycanthropy. The target gains a few bestial qualities appropriate to the type of lycanthrope you choose, such as tufts of fur, elongated claws, a fang-lined maw or tusks, and similar features. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. In addition, the target has advantage on Wisdom (Perception) checks that rely on hearing or smell. Finally, the creature can use its new claws and jaw or tusks to make unarmed strikes. The claws deal slashing damage equal to 1d4 + the target's Strength modifier on a hit. The bite deals piercing damage equal to 1d6 + the target's Strength modifier on a hit. The target's bite doesn't inflict lycanthropy.", "document": "toh", "level": 4, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each spell slot above 4th.", "target_type": "creature", @@ -167,7 +162,6 @@ "desc": "When you cast this spell, you touch a pair of objects. Each object must be small enough to fit in one hand. While holding one of the objects, you can sense the direction to the other object's location.\n If the paired object is in motion, you know the direction and relative speed of its movement (walking, running, galloping, or similar). When the two objects are within 30 feet of each other, they vibrate faintly unless they are touching. If you aren't holding either item and the spell hasn't ended, you can sense the direction of the closest of the two objects within 1,000 feet of you, and you can sense if it is in motion. If neither object is within 1,000 feet of you, you sense the closest object as soon as you come within 1,000 feet of one of them. If an inch or more of lead blocks a direct path between you and an affected object, you can't sense that object.", "document": "toh", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "object", @@ -199,7 +193,6 @@ "desc": "You imbue a willing creature that you can see within range with vitality and fury. The target gains 1d6 temporary hit points, has advantage on Strength checks, and deals an extra 1d6 damage when it hits with a weapon attack. When the spell ends, the target suffers one level of exhaustion for 1 minute.", "document": "toh", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -231,7 +224,6 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on weapon attack rolls. In addition, when an affected creature rolls damage dice for a successful attack, it must roll the weapon's damage dice twice and use the lower total. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -263,7 +255,6 @@ "desc": "You create a ward that bolsters a structure or a collection of structures that occupy up to 2,500 square feet of floor space. The bolstered structures can be up to 20 feet tall and shaped as you desire. You can ward several small buildings in a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. For the purpose of this spell, “structures” include walls, such as the palisade that might surround a small fort, provided the wall is no more than 20 feet tall.\n For the duration, each structure you bolstered has a damage threshold of 5. If a structure already has a damage threshold, that threshold increases by 5.\n This spell protects only the walls, support beams, roofs, and similar that make up the core components of the structure. It doesn't bolster objects within the structures, such as furniture.\n The protected structure or structures radiate magic. A *dispel magic* cast on a structure removes the bolstering from only that structure. You can create a permanently bolstered structure or collection of structures by casting this spell there every day for one year.", "document": "toh", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the square feet of floor space you can bolster increases by 500 and the damage threshold increases by 2 for each slot level above 3rd.", "target_type": "area", @@ -295,7 +286,6 @@ "desc": "You cause a swirling gyre of dust, small rocks, and wind to encircle a creature you can see within range. The target must succeed on a Dexterity saving throw or have disadvantage on attack rolls and on Wisdom (Perception) checks. At the end of each of its turns, the target can make a Dexterity saving throw. On a success, the spell ends.\n In addition, if the target is within a cloud or gas, such as the area of a *fog cloud* spell or a dretch's Fetid Cloud, the affected target has disadvantage on this spell's saving throws and on any saving throws associated with being in the cloud or gas, such as the saving throw to reduce the poison damage the target might take from starting its turn in the area of a *cloudkill* spell.", "document": "toh", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute, and the spell doesn't require concentration.", "target_type": "creature", @@ -327,7 +317,6 @@ "desc": "You cause the ground at a point you can see within range to explode. The ground must be sand, earth, or unworked rock. Each creature within 10 feet of that point must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone. The area then becomes difficult terrain with a 5-foot-deep pit centered on the point you chose.", "document": "toh", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "point", @@ -361,7 +350,6 @@ "desc": "You cause a cloud of illusory butterflies to swarm around a target you can see within range. The target must succeed on a Charisma saving throw or be charmed for the duration. While charmed, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|------|-------------------|\n| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |\n| 2-6 | The creature doesn't take an action this turn. |\n| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |\n| 9-10 | The creature can act and move normally. |\n\nAt the end of each of its turns, and each time it takes damage, the target can make another Charisma saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -393,7 +381,6 @@ "desc": "You attempt to calm aggressive or frightened animals. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects.\n ***Suppress Hold.*** You can suppress any effect causing the target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\n ***Suppress Hostility.*** You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its allies being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.", "document": "toh", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "point", @@ -425,7 +412,6 @@ "desc": "You send your allies and your enemies to opposite sides of the battlefield. Pick a cardinal direction. With a shout and a gesture, you and up to five willing friendly creatures within range are teleported up to 90 feet in that direction to spaces you can see. At the same time, up to six hostile creatures within range must make a Wisdom saving throw. On a failed save, the hostile creature is teleported up to 90 feet in the opposite direction of where you teleport yourself and the friendly creatures to spaces you can see. You can't teleport a target into dangerous terrain, such as lava or off the edge of a cliff, and each target must be teleported to an unoccupied space that is on the ground or on a floor.", "document": "toh", "level": 7, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -457,7 +443,6 @@ "desc": "You summon a construct of challenge rating 5 or lower to harry your foes. It appears in an unoccupied space you can see within range. It disappears when it drops to 0 hit points or when the spell ends.\n The construct is friendly to you and your companions for the duration. Roll initiative for the construct, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the construct, it defends itself from hostile creatures but otherwise takes no actions.\n If your concentration is broken, the construct doesn't disappear. Instead, you lose control of the construct, it becomes hostile toward you and your companions, and it might attack. An uncontrolled construct can't be dismissed by you, and it disappears 1 hour after you summoned it.\n The construct deals double damage to objects and structures.\n The GM has the construct's statistics.", "document": "toh", "level": 6, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", "target_type": "point", @@ -489,7 +474,6 @@ "desc": "You sprinkle some graveyard dirt before you and call forth vengeful spirits. The spirits erupt from the ground at a point you choose within range and sweep outward. Each creature in a 30-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature takes 6d10 necrotic damage and becomes frightened for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened.\n At the end of each of its turns, a creature frightened by this spell can make another saving throw. On a success, this spell ends on the creature.", "document": "toh", "level": 7, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.", "target_type": "point", @@ -523,7 +507,6 @@ "desc": "You imbue yourself and up to five willing creatures within range with the ability to enter a meditative trance like an elf. Once before the spell ends, an affected creature can complete a long rest in 4 hours, meditating as an elf does while in trance. After resting in this way, each creature gains the same benefit it would normally gain from 8 hours of rest.", "document": "toh", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -555,7 +538,6 @@ "desc": "You create a psychic binding on the mind of a creature within range. Until this spell ends, the creature must make a Charisma saving throw each time it casts a spell. On a failed save, it takes 2d6 psychic damage, and it fails to cast the spell. It doesn't expend a spell slot if it fails to cast the spell.", "document": "toh", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -589,7 +571,6 @@ "desc": "You study a creature you can see within range, learning its weaknesses. The creature must make a Charisma saving throw. If it fails, you learn its damage vulnerabilities, damage resistances, and damage immunities, and the next attack one of your allies in range makes against the target before the end of your next turn has advantage.", "document": "toh", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -621,7 +602,6 @@ "desc": "When you cast this spell, the ammunition flies from your hand with a loud bang, targeting up to five creatures or objects you can see within range. You can launch the bullets at one target or several. Make a ranged spell attack for each bullet. On a hit, the target takes 3d6 piercing damage. This damage can experience a burst, as described in the gunpowder weapon property (see the Adventuring Gear chapter), but this spell counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected.", "document": "toh", "level": 5, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -655,7 +635,6 @@ "desc": "With a last word before you fall unconscious, this spell inflicts radiant damage to your attacker equal to 1d8 + the amount of damage you took from the triggering attack. If the attacker is a fiend or undead, it takes an extra 1d8 radiant damage. The creature then must succeed on a Constitution saving throw or become stunned for 1 minute. At the end of each of its turns, the creature can make another Constitution saving throw. On a successful save, it is no longer stunned.", "document": "toh", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", @@ -689,7 +668,6 @@ "desc": "You imbue a bottle of wine with fey magic. While casting this spell, you and up to seven other creatures can drink the imbued wine. At the completion of the casting, each creature that drank the wine can see invisible creatures and objects as if they were visible, can see into the Ethereal plane, and has advantage on Charisma checks and saving throws for the duration. Ethereal creatures and objects appear ghostly and translucent.", "document": "toh", "level": 4, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -721,7 +699,6 @@ "desc": "You attempt to convince a creature to enter a paranoid, murderous rage. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be convinced those around it intend to steal anything and everything it possesses, from its position of employment, to the affections of its loved ones, to its monetary wealth and possessions, no matter how trusted those nearby might be or how ludicrous such a theft might seem. While affected by this spell, the target must use its action to attack the nearest creature other than itself or you. If the target starts its turn with no other creature near enough to move to and attack, the target can make another Wisdom saving throw. On a success, the target's head clears momentarily and it can act freely that turn. If the target starts its turn a second time with no other creature near enough to move to and attack, it can make another Wisdom saving throw. On a success, the spell ends on the target.\n Each time the target takes damage, it can make another Wisdom saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -753,7 +730,6 @@ "desc": "You spend an hour anointing a rose with scented oils and imbuing it with fey magic. The first creature other than you that touches the rose before the spell ends pricks itself on the thorns and must make a Charisma saving throw. On a failed save, the creature falls into a deep slumber for 24 hours, and it can be awoken only by the greater restoration spell or similar magic or if you choose to end the spell as an action. While slumbering, the creature doesn't need to eat or drink, and it doesn't age.\n Each time the creature takes damage, it makes a new Charisma saving throw. On a success, the spell ends on the creature.", "document": "toh", "level": 5, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration of the slumber increases to 7 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year with a 9th-level spell slot.", "target_type": "creature", @@ -785,7 +761,6 @@ "desc": "You create a furiously erupting volcano centered on a point you can see within range. The ground heaves violently as a cinder cone that is 2 feet wide and 5 feet tall bursts up from it. Each creature within 30 feet of the cinder cone when it appears must make a Strength saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.\n Each round you maintain concentration on this spell, the cinder cone produces additional effects on your turn.\n ***Round 2.*** Smoke pours from the cinder cone. Each creature within 10 feet of the cinder cone when the smoke appears takes 4d6 poison damage. Afterwards, each creature that enters the smoky area for the first time on a turn or starts its turn there takes 2d6 poison damage. The smoke spreads around corners, and its area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke until the start of your next turn, when the smoke reforms.\n ***Round 3.*** Lava bubbles out from the cinder cone, spreading out to cover the ground within 20 feet of the cinder cone. Each creature and object in the area when the lava appears takes 10d10 fire damage and is on fire. Afterwards, each creature that enters the lava for the first time on a turn or starts its turn there takes 5d10 fire damage. In addition, the smoke spreads to fill a 20-foot-radius sphere centered on the cinder cone.\n ***Round 4.*** The lava continues spreading and covers the ground within 30 feet of the cinder cone in lava that is 1-foot-deep. The lava-covered ground becomes difficult terrain. In addition, the smoke fills a 30-footradius sphere centered on the cinder cone.\n ***Round 5.*** The lava expands to cover the ground within 40 feet of the cinder cone, and the smoke fills a 40-foot radius sphere centered on the cinder cone. In addition, the cinder cone begins spewing hot rocks. Choose up to three creatures within 90 feet of the cinder cone. Each target must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and 3d6 fire damage.\n ***Rounds 6-10.*** The lava and smoke continue to expand in size by 10 feet each round. In addition, each round you can direct the cinder cone to spew hot rocks at three targets, as described in Round 5.\n When the spell ends, the volcano ceases erupting, but the smoke and lava remain for 1 minute before cooling and dispersing. The landscape is permanently altered by the spell.", "document": "toh", "level": 9, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -819,7 +794,6 @@ "desc": "You create a momentary, flickering duplicate of yourself just as you make an attack against a creature. You have advantage on the next attack roll you make against the target before the end of your next turn as it's distracted by your illusory copy.", "document": "toh", "level": 1, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -851,7 +825,6 @@ "desc": "You enchant up to 1 pound of food or 1 gallon of drink within range with fey magic. Choose one of the effects below. For the duration, any creature that consumes the enchanted food or drink, up to four creatures per pound of food or gallon of drink, must succeed on a Charisma saving throw or succumb to the chosen effect.\n ***Slumber.*** The creature falls asleep and is unconscious for 1 hour. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\n ***Friendly Face.*** The creature is charmed by you for 1 hour. If you or your allies do anything harmful to it, the creature can make another Charisma saving throw. On a success, the spell ends on the creature.\n ***Muddled Memory.*** The creature remembers only fragments of the events of the past hour. A remove curse or greater restoration spell cast on the creature restores the creature's memory.", "document": "toh", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can enchant an additional pound of food or gallon of drink for each slot level over 3rd.", "target_type": "creature", @@ -883,7 +856,6 @@ "desc": "You touch a nonmagical weapon and imbue it with the magic of the fey. Choose one of the following damage types: force, psychic, necrotic, or radiant. Until the spell ends, the weapon becomes a magic weapon and deals an extra 1d4 damage of the chosen type to any target it hits.", "document": "toh", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can imbue one additional weapon for each slot level above 2nd.", "target_type": "object", @@ -915,7 +887,6 @@ "desc": "One creature of your choice that you can see within range is teleported to an unoccupied space you can see up to 60 feet above you. The space can be open air or a balcony, ledge, or other surface above you. An unwilling creature that succeeds on a Constitution saving throw is unaffected. A creature teleported to open air immediately falls, taking falling damage as normal, unless it can fly or it has some other method of catching itself or preventing a fall. A creature can't be teleported into a solid object.", "document": "toh", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The targets must be within 30 feet of each other when you target them, but they don't need to be teleported to the same locations.", "target_type": "creature", @@ -947,7 +918,6 @@ "desc": "You let out a scream of white-hot fury that pierces the minds of up to five creatures within range. Each target must make a Charisma saving throw. On a failed save, it takes 10d10 + 30 psychic damage and is stunned until the end of its next turn. On a success, it takes half as much damage.", "document": "toh", "level": 9, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -981,7 +951,6 @@ "desc": "Choose a manufactured metal object with movable parts, such as a drawbridge pulley or winch or a suit of heavy or medium metal armor, that you can see within range. You cause the object's moveable parts to fuse together for the duration. The object's movable aspects can't be moved: a pulley's wheel won't turn and the joints of armor won't bend.\n A creature wearing armor affected by this spell has its speed reduced by 10 feet and has disadvantage on weapon attacks and ability checks that use Strength or Dexterity. At the end of each of its turns, the creature wearing the armor can make a Strength saving throw. On a success, the spell ends on the armor.\n A creature in physical contact with an affected object that isn't a suit of armor can use its action to make a Strength check against your spell save DC. On a success, the spell ends on the object.\n If you target a construct with this spell, it must succeed on a Strength saving throw or have its speed reduced by 10 feet and have disadvantage on weapon attacks. At the end of each of its turns, the construct can make another Strength saving throw. On a success, the spell ends on the construct.", "document": "toh", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional object for each slot level above 2nd. The objects must be within 30 feet of each other when you target them.", "target_type": "object", @@ -1013,7 +982,6 @@ "desc": "You summon a storm to batter your oncoming enemies. Until the spell ends, freezing rain and turbulent winds fill a 20-foot-tall cylinder with a 300- foot radius centered on a point you choose within range. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\n The spell's area is heavily obscured, and exposed flames in the area are doused. The ground in the area becomes slick, difficult terrain, and a flying creature in the area must land at the end of its turn or fall. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw as the wind and rain assail it. On a failed save, the creature takes 1d6 cold damage.\n If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.", "document": "toh", "level": 6, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1047,7 +1015,6 @@ "desc": "You cast a disdainful glare at up to two creatures you can see within range. Each target must succeed on a Wisdom saving throw or take no actions on its next turn as it reassesses its life choices. If a creature fails the saving throw by 5 or more, it can't take actions on its next two turns.", "document": "toh", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1079,7 +1046,6 @@ "desc": "With a word, you gesture across an area and cause the terrain to rise up into a 10-foot-tall hillock at a point you choose within range. You must be outdoors to cast this spell. The hillock is up to 30 feet long and up to 15 feet wide, and it must be in a line. If the hillock cuts through a creature's space when it appears, the creature is pushed to one side of the hillock or to the top of the hillock (your choice). The ranged attack distance for a creature on top of the hillock is doubled, provided the target is at a lower elevation than the creature on the hillock. At the GM's discretion, creatures on top of the hillock gain any additional bonuses or penalties that higher elevation might provide, such as advantage on attacks against those on lower elevations, being easier to spot, longer sight distance, or similar.\n The steep sides of the hillock are difficult to climb. A creature at the bottom of the hillock that attempts to move up to the top must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to climb to the top of the hillock.\n This spell can't manipulate stone construction, and rocks and structures shift to accommodate the hillock. If the hillock's formation would make a structure unstable, the hillock fails to form in the structure's spaces. Similarly, this spell doesn't directly affect plant growth. The hillock carries any plants along with it.", "document": "toh", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell at 4th level or higher, you can increase the width of the hillock by 5 feet or the length by 10 feet for each slot above 3rd.", "target_type": "area", @@ -1111,7 +1077,6 @@ "desc": "You cause up to three creatures you can see within range to be yanked into the air where their blood turns to fire, burning them from within. Each target must succeed on a Dexterity saving throw or be magically pulled up to 60 into the air. The creature is restrained there until the spell ends. A restrained creature must make a Constitution saving throw at the start of each of its turns. The creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one.\n At the end of each of its turns, a restrained creature can make another Dexterity saving throw. On a success, the spell ends on the creature, and the creature falls to the ground, taking falling damage as normal. Alternatively, the restrained creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends, and the creature falls to the ground, taking falling damage as normal.", "document": "toh", "level": 7, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1145,7 +1110,6 @@ "desc": "You reach out toward a creature and call to it. The target teleports to an unoccupied space that you can see within 5 feet of you. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. You can't teleport a target into dangerous terrain, such as lava, and the target must be teleported to a space on the ground or on a floor.", "document": "toh", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1177,7 +1141,6 @@ "desc": "You transform a handful of materials into a Huge armored vehicle. The vehicle can take whatever form you want, but it has AC 18 and 100 hit points. If it is reduced to 0 hit points, it is destroyed. If it is a ground vehicle, it has a speed of 90 feet. If it is an airborne vehicle, it has a flying speed of 45 feet. If it is a waterborne vehicle, it has a speed of 2 miles per hour. The vehicle can hold up to four Medium creatures within it.\n A creature inside it has three-quarters cover from attacks outside the vehicle, which contains arrow slits, portholes, and other small openings. A creature piloting the armored vehicle can take the Careen action. To do so, the vehicle must move at least 10 feet in a straight line and enter or pass through the space of at least one Large or smaller creature. This movement doesn't provoke opportunity attacks. Each creature in the armored vehicle's path must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature can choose to be pushed 5 feet away from the space through which the vehicle passed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. If the creature piloting the armored vehicle isn't proficient in land, water, or air vehicles (whichever is appropriate for the vehicle's type), each target has advantage on the saving throw against the Careen action.", "document": "toh", "level": 6, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1211,7 +1174,6 @@ "desc": "You touch one creature and choose either to become its champion, or for it to become yours. If you choose a creature to become your champion, it fights on your behalf. While this spell is in effect, you can cast any spell with a range of touch on your champion as if the spell had a range of 60 feet. Your champion's attacks are considered magical, and you can use a bonus action on your turn to encourage your champion, granting it advantage on its next attack roll.\n If you become the champion of another creature, you gain advantage on all attack rolls against creatures that have attacked your charge within the last round. If you are wielding a shield, and a creature within 5 feet of you attacks your charge, you can use your reaction to impose disadvantage on the attack roll, as if you had the Protection fighting style. If you already have the Protection fighting style, then in addition to imposing disadvantage, you can also push an enemy 5 feet in any direction away from your charge when you take your reaction. You can use a bonus action on your turn to reroll the damage for any successful attack against a creature that is threatening your charge.\n Whichever version of the spell is cast, if the distance between the champion and its designated ally increases to more than 60 feet, the spell ends.", "document": "toh", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1243,7 +1205,6 @@ "desc": "For the duration, one willing creature you touch has resistance to poison damage and advantage on saving throws against poison. When the affected creature makes a Constitution saving throw against an effect that deals poison damage or that would cause the creature to become poisoned, the creature can choose to succeed on the saving throw. If it does so, the spell ends on the creature.\n While affected by this spell, a creature can't gain any benefit from consuming magical foodstuffs, such as those produced by the goodberry and heroes' feast spells, and it doesn't suffer ill effects from consuming potentially harmful, nonmagical foodstuffs, such as spoiled food or non-potable water. The creature is affected normally by other consumable magic items, such as potions. The creature can identify poisoned food by a sour taste, with deadlier poisons tasting more sour.", "document": "toh", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", @@ -1275,7 +1236,6 @@ "desc": "You create a magical tether of pulsing, golden force between two willing creatures you can see within range. The two creatures must be within 15 feet of each other. The tether remains as long as each tethered creature ends its turn within 15 feet of the other tethered creature. If a tethered creature ends its turn more than 15 feet away from its tethered partner, the spell ends. Though the tether appears as a thin line, its effect extends the full height of the tethered creatures and can affect prone or hovering creatures, provided the hovering creature hovers no higher than the tallest tethered creature.\n Any creature that touches the tether or ends its turn in a space the tether passes through must make a Strength saving throw. On a failure, a creature takes 3d6 force damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. A creature that makes this saving throw, whether it succeeds or fails, can't be affected by the tether again until the start of your next turn.", "document": "toh", "level": 3, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the maximum distance between the tethered creatures increases by 5 feet, and the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -1309,7 +1269,6 @@ "desc": "You loose a growl from deep within the pit of your stomach, causing others who can hear it to become unnerved. You have advantage on Charisma (Intimidation) checks you make before the beginning of your next turn. In addition, each creature within 5 feet of you must make a Wisdom saving throw. On a failure, you have advantage on attack rolls against that creature until the end of your turn. You are aware of which creatures failed their saving throws.", "document": "toh", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1341,7 +1300,6 @@ "desc": "You create a shimmering lance of force and hurl it toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 force damage, and it is restrained by the lance until the end of its next turn.", "document": "toh", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1375,7 +1333,6 @@ "desc": "A creature you touch becomes less susceptible to lies and magical influence. For the duration, other creatures have disadvantage on Charisma checks to influence the protected creature, and the creature has advantage on spells that cause it to become charmed or frightened.", "document": "toh", "level": 1, - "school_old": "divination", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the duration is 1 year. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", @@ -1407,7 +1364,6 @@ "desc": "You make a jubilant shout when you cast this spell, releasing your stores of divine energy in a wave of healing. You distribute the remaining power of your Lay on Hands to allies within 30 feet of you, restoring hit points and curing diseases and poisons. This healing energy removes diseases and poisons first (starting with the nearest ally), removing 5 hit points from the hit point total for each disease or poison cured, until all the points are spent or all diseases and poisons are cured. If any hit points remain, you regain hit points equal to that amount.\n This spell expends all of the healing energy in your Lay on Hands, which replenishes, as normal, when you finish a long rest.", "document": "toh", "level": 5, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1439,7 +1395,6 @@ "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds a shadowy miasma in a 30-foot radius. A creature with darkvision inside the radius sees the area as if it were filled with bright light. The miasma doesn't shed light, and a creature with darkvision inside the radius can still see outside the radius as normal. A creature with darkvision outside the radius or a creature without darkvision sees only that the object is surrounded by wisps of shadow.\n Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the effect. Though the effect doesn't shed light, it can be dispelled if the area of a darkness spell overlaps the area of this spell.\n If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.", "document": "toh", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.", "target_type": "object", @@ -1471,7 +1426,6 @@ "desc": "While casting this spell, you must engage your target in conversation. At the completion of the casting, the target must make a Charisma saving throw. If it fails, you place a latent magical effect in the target's mind for the duration. If the target succeeds on the saving throw, it realizes that you used magic to affect its mind and might become hostile toward you, at the GM's discretion.\n Once before the spell ends, you can use an action to trigger the magical effect in the target's mind, provided you are on the same plane of existence as the target. When the effect is triggered, the target takes 5d8 psychic damage plus an extra 1d8 psychic damage for every 24 hours that has passed since you cast the spell, up to a total of 12d8 psychic damage. The spell has no effect on the target if it ends before you trigger the magical effect.\n *A greater restoration* or *wish* spell cast on the target ends the spell early. You know if the spell is ended early, provided you are on the same plane of existence as the target.", "document": "toh", "level": 7, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1505,7 +1459,6 @@ "desc": "A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.\n A creature killed by this spell is reduced to ash.", "document": "toh", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -1539,7 +1492,6 @@ "desc": "You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.", "document": "toh", "level": 2, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1571,7 +1523,6 @@ "desc": "With a hopeful rallying cry just as you fall unconscious, you rouse your allies to action. Each ally within 60 feet of you that can see and hear you has advantage on attack rolls for the duration. If you regain hit points, the spell immediately ends.", "document": "toh", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1603,7 +1554,6 @@ "desc": "You can place up to three 20-foot cubes each centered on a point you can see within range. Each object in a cube is outlined in blue, green, or violet light (your choice). Any creature in a cube when the spell is cast is also outlined in light if it fails a Dexterity saving throw. A creature in the area of more than one cube is affected only once. Each affected object and creature sheds dim light in a 10-foot radius for the duration.\n Any attack roll against an affected object or creature has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.", "document": "toh", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1635,7 +1585,6 @@ "desc": "You create a brief flash of light, loud sound, or other distraction that interrupts a creature's attack. When a creature you can see within range makes an attack, you can impose disadvantage on its attack roll.", "document": "toh", "level": 1, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1667,7 +1616,6 @@ "desc": "The ground in a 20-foot radius centered on a point within range becomes thick, viscous mud. The area becomes difficult terrain for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. On a failed save, its movement speed is reduced to 0 until the start of its next turn.", "document": "toh", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1699,7 +1647,6 @@ "desc": "You touch a nonmagical weapon. The next time a creature hits with the affected weapon before the spell ends, the weapon booms with a thunderous peal as the weapon strikes. The attack deals an extra 1d6 thunder damage to the target, and the target becomes deafened, immune to thunder damage, and unable to cast spells with verbal components for 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the effect ends.", "document": "toh", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", "target_type": "object", @@ -1731,7 +1678,6 @@ "desc": "When the target is reduced to 0 hit points, it can fight looming death to stay in the fight. The target doesn't fall unconscious but must still make death saving throws, as normal. The target doesn't need to make a death saving throw until the end of its next turn, but it has disadvantage on that first death saving throw. In addition, massive damage required to kill the target outright must equal or exceed twice the target's hit point maximum instead. If the target regains 1 or more hit points, this spell ends.", "document": "toh", "level": 3, - "school_old": "abjuration", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, the target doesn't have disadvantage on its first death saving throw.", "target_type": "point", @@ -1763,7 +1709,6 @@ "desc": "You place a magical oath upon a creature you can see within range, compelling it to complete a specific task or service that involves using a weapon as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become bound by the task. When acting to complete the directed task, the target has advantage on the first attack roll it makes on each of its turns using a weapon. If the target attempts to use a weapon for a purpose other than completing the specific task or service, it has disadvantage on attack rolls with a weapon and must roll the weapon's damage dice twice, using the lower total.\n Completing the task ends the spell early. Should you issue a suicidal task, the spell ends. You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it.", "document": "toh", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1795,7 +1740,6 @@ "desc": "When a creature provokes an opportunity attack from an ally you can see within range, you can force the creature to make a Wisdom saving throw. On a failed save, the creature's movement is reduced to 0, and you can move up to your speed toward the creature without provoking opportunity attacks. This spell doesn't interrupt your ally's opportunity attack, which happens before the effects of this spell.", "document": "toh", "level": 1, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1827,7 +1771,6 @@ "desc": "Until this spell ends, the hands and feet of one willing creature within range become oversized and more powerful. For the duration, the creature adds 1d4 to damage it deals with its unarmed strike.", "document": "toh", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each spell slot above 2nd.", "target_type": "creature", @@ -1859,7 +1802,6 @@ "desc": "You force your enemies into a tight spot. Choose two points you can see within range. The points must be at least 30 feet apart from each other. Each point then emits a thunderous boom in a 30-foot cone in the direction of the other point. The boom is audible out to 300 feet.\n Each creature within a cone must make a Constitution saving throw. On a failed save, a creature takes 5d10 thunder damage and is pushed up to 10 feet away from the point that emitted the cone. On a successful save, the creature takes half as much damage and isn't pushed. Objects that aren't being worn or carried within each cone are automatically pushed.", "document": "toh", "level": 6, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.", "target_type": "point", @@ -1893,7 +1835,6 @@ "desc": "You touch a nonmagical pipe or horn instrument and imbue it with magic that lures creatures toward it. Each creature that enters or starts its turn within 150 feet of the affected object must succeed on a Wisdom saving throw or be charmed for 10 minutes. A creature charmed by this spell must take the Dash action and move toward the affected object by the safest available route on each of its turns. Once a charmed creature moves within 5 feet of the object, it is also incapacitated as it stares at the object and sways in place to a mesmerizing tune only it can hear. If the object is moved, the charmed creature attempts to follow it.\n For every 10 minutes that elapse, the creature can make a new Wisdom saving throw. On a success, the spell ends on that creature. If a charmed creature is attacked, the spell ends immediately on that creature. Once a creature has been charmed by this spell, it can't be charmed by it again for 24 hours.", "document": "toh", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1925,7 +1866,6 @@ "desc": "You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell.\n On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling.\n For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell's duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends.", "document": "toh", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.", "target_type": "creature", @@ -1957,7 +1897,6 @@ "desc": "You create a magical portal on a surface in an unoccupied space you can see within range. The portal occupies up to 5 square feet of the surface and is instantly covered with an illusion. The illusion looks like the surrounding terrain or surface features, such as mortared stone if the portal is placed on a stone wall, or a simple image of your choice like those created by the *minor illusion* spell. A creature that touches, steps on, or otherwise interacts with or enters the portal must succeed on a Wisdom saving throw or be teleported to an unoccupied space up to 30 feet away in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature can't be teleported into a solid object.\n Physical interaction with the illusion reveals it to be an illusion, but such touching triggers the portal's effect. A creature that uses an action to examine the area where the portal is located can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.", "document": "toh", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional portal for each slot level above 2nd.", "target_type": "creature", @@ -1989,7 +1928,6 @@ "desc": "You mutter a word of power that causes a creature you can see within range to be flung vertically or horizontally. The creature must succeed on a Strength saving throw or be thrown up to 15 feet vertically or horizontally. If the target impacts a surface, such as a ceiling or wall, it stops moving and takes 3d6 bludgeoning damage. If the target was thrown vertically, it plummets to the ground, taking falling damage as normal, unless it has a flying speed or other method of preventing a fall. If the target impacts a creature, the target stops moving and takes 3d6 bludgeoning damage, and the creature the target hits must succeed on a Strength saving throw or be knocked prone. After the target is thrown horizontally or it falls from being thrown vertically, regardless of whether it impacted a surface, it is knocked prone.\n As a bonus action on each of your subsequent turns, you can attempt to fling the same creature again. The target must succeed on another Strength saving throw or be thrown.", "document": "toh", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the distance you can fling the target increases by 5 feet, and the damage from impacting a surface or creature increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -2023,7 +1961,6 @@ "desc": "You speak a word of power that causes the internal organs of a creature you can see within range to rupture. The target must make a Constitution saving throw. It takes 4d6 + 20 force damage on a failed save, or half as much damage on a successful one. If the target is below half its hit point maximum, it has disadvantage on this saving throw. This spell has no effect on creatures without vital internal organs, such as constructs, oozes, and undead.", "document": "toh", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -2057,7 +1994,6 @@ "desc": "As the bell rings, a burst of necrotic energy ripples out in a 20-foot-radius sphere from a point you can see within range. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature is marked with necrotic energy for the duration. If a marked creature is reduced to 0 hit points or dies before the spell ends, you regain hit points equal to 2d8 + your spellcasting ability modifier. Alternatively, you can choose for one ally you can see within range to regain the hit points instead.", "document": "toh", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.", "target_type": "point", @@ -2089,7 +2025,6 @@ "desc": "You fire a vibrant blue beam of energy at a creature you can see within range. The beam then bounces to a creature of your choice within 30 feet of the target, losing some of its vibrancy and continuing to bounce to other creatures of your choice until it sputters out. Each subsequent target must be within 30 feet of the target affected before it, and the beam can't bounce to a target it has already affected.\n Each target must make a Constitution saving throw. The first target takes 5d6 force damage on a failed save, or half as much damage on a successful one. The beam loses some of its power then bounces to the second target. The beam deals 1d6 force damage less (4d6, then 3d6, then 2d6, then 1d6) to each subsequent target with the final target taking 1d6 force damage on a failed save, or half as much damage on a successful one.", "document": "toh", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. This increase allows the beam to jump an additional time, reducing the damage it deals by 1d6 with each bounce as normal.", "target_type": "creature", @@ -2123,7 +2058,6 @@ "desc": "You create a shimmering wall of light on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is translucent, and creatures have disadvantage on Wisdom (Perception) checks to look through the wall.\n One side of the wall, selected by you when you cast this spell, deals 5d8 radiant damage when a creature enters the wall for the first time on a turn or ends its turn there. A creature attempting to pass through the wall must make a Strength saving throw. On a failed save, a creature is pushed 10 feet away from the wall and falls prone. A creature that is undead, a fiend, or vulnerable to radiant damage has disadvantage on this saving throw. The other side of the wall deals no damage and doesn't restrict movement through it.", "document": "toh", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -2155,7 +2089,6 @@ "desc": "You wrap yourself in shimmering ethereal armor. The next time a creature hits you with a melee attack, it takes force damage equal to half the damage it dealt to you, and it must make a Strength saving throw. On a failed save, the creature is pushed up to 5 feet away from you. Then the spell ends.", "document": "toh", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2187,7 +2120,6 @@ "desc": "You temporarily halt the fall of up to a 10-foot cube of nonmagical objects or debris, saving those who might have been crushed. The falling material's rate of descent slows to 60 feet per round and comes to a stop 5 feet above the ground, where it hovers until the spell ends. This spell can't prevent missile weapons from striking a target, and it can't slow the descent of an object larger than a 10-foot cube. However, at the GM's discretion, it can slow the descent of a section of a larger object, such as the wall of a falling building or a section of sail and rigging tied to a falling mast.", "document": "toh", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cube of debris and objects you can halt increases by 5 feet for each slot level above 1st.", "target_type": "object", @@ -2219,7 +2151,6 @@ "desc": "Sometimes one must fall so others might rise. When a friendly creature you can see within range drops to 0 hit points, you can harness its escaping life energy to heal yourself. You regain hit points equal to the fallen creature's level (or CR for a creature without a level) + your spellcasting ability modifier.", "document": "toh", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2251,7 +2182,6 @@ "desc": "You heal another creature's wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).", "document": "toh", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2283,7 +2213,6 @@ "desc": "You cast this spell when an ally below half its hit point maximum within range is attacked. You swap places with your ally, each of you instantly teleporting into the space the other just occupied. If there isn't room for you in the new space or for your ally in your former space, this spell fails. After the two of you teleport, the triggering attack roll is compared to your AC to determine if it hits you.", "document": "toh", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2315,7 +2244,6 @@ "desc": "A 5-foot-radius immobile sphere springs into existence around you and remains stationary for the duration. You and up to four Medium or smaller creatures can occupy the sphere. If its area includes a larger creature or more than five creatures, each larger creature and excess creature is pushed to an unoccupied space outside of the sphere.\n Creatures and objects within the sphere when you cast this spell may move through it freely. All other creatures and objects are barred from passing through the sphere after it forms. Spells and other magical effects can't extend through the sphere, with the exception of transmutation or conjuration spells and magical effects that allow you or the creatures inside the sphere to willingly leave it, such as the *dimension door* and *teleport* spells. The atmosphere inside the sphere is cool, dry, and filled with air, regardless of the conditions outside.\n Until the effect ends, you can command the interior to be dimly lit or dark. The sphere is opaque from the outside and covered in an illusion that makes it appear as the surrounding terrain, but it is transparent from the inside. Physical interaction with the illusion reveals it to be an illusion as the creature touches the cool, firm surface of the sphere. A creature that uses an action to examine the sphere can determine it is covered by an illusion with a successful Intelligence (Investigation) check against your spell save DC.\n The effect ends if you leave its area, or if the sphere is hit with the *disintegration* spell or a successful *dispel magic* spell.", "document": "toh", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2347,7 +2275,6 @@ "desc": "You yell defiantly as part of casting this spell to encourage a battle fury among your allies. Each friendly creature in range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls for the duration. However, attack rolls made against an affected creature have advantage.", "document": "toh", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, this spell no longer causes creatures to have advantage against the spell's targets.", "target_type": "creature", @@ -2379,7 +2306,6 @@ "desc": "You draw back and release an imaginary bowstring while aiming at a point you can see within range. Bolts of arrow-shaped lightning shoot from the imaginary bow, and each creature within 20 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and is incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage.", "document": "toh", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "point", @@ -2413,7 +2339,6 @@ "desc": "A wave of echoing sound emanates from you. Until the start of your next turn, you have blindsight out to a range of 100 feet, and you know the location of any natural hazards within that area. You have advantage on saving throws made against hazards detected with this spell.", "document": "toh", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour.", "target_type": "area", @@ -2445,7 +2370,6 @@ "desc": "You unleash a shout that coats all creatures in a 30'foot cone in silver dust. If a creature in that area is a shapeshifter, the dust covering it glows. In addition, each creature in the area must make a Constitution saving throw. On a failed save, weapon attacks against that creature are considered to be silvered for the purposes of overcoming resistance and immunity to nonmagical attacks that aren't silvered for 1 minute.", "document": "toh", "level": 2, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2477,7 +2401,6 @@ "desc": "You unleash a bolt of red-hot liquid metal at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 fire damage and must succeed on a Constitution saving throw or be coated in cooling, liquid metal for the duration. A creature coated in liquid metal takes 1d8 fire damage at the start of each of its turns as the metal scorches while it cools. At the end of each of its turns, the creature can make another Constitution saving throw. On a success, the spell ends and the liquid metal disappears.", "document": "toh", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -2511,7 +2434,6 @@ "desc": "You curl your lip in disgust at a creature you can see within range. The target must succeed on a Charisma saving throw or take psychic damage equal to 2d4 + your spellcasting ability modifier.", "document": "toh", "level": 1, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2543,7 +2465,6 @@ "desc": "With a word, you create a barricade of pointed, wooden poles, also known as a cheval de frise, to block your enemies' progress. The barricade is composed of six 5-foot cube barriers made of wooden spikes mounted on central, horizontal beams.\n Each barrier doesn't need to be contiguous with another barrier, but each barrier must appear in an unoccupied space within range. Each barrier is difficult terrain, and a barrier provides half cover to a creature behind it. When a creature enters a barrier's area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 3d6 piercing damage.\n The barriers are objects made of wood that can be damaged and destroyed. Each barrier has AC 13, 20 hit points, and is vulnerable to bludgeoning and fire damage. Reducing a barrier to 0 hit points destroys it.\n If you maintain your concentration on this spell for its whole duration, the barriers become permanent and can't be dispelled. Otherwise, the barriers disappear when the spell ends.", "document": "toh", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of barriers you create increases by two for each slot level above 3rd.", "target_type": "creature", @@ -2575,7 +2496,6 @@ "desc": "You prick your finger and anoint your forehead with your own blood, taking 1 piercing damage and warding yourself against hostile attacks. The first time a creature hits you with an attack during this spell's duration, it takes 3d6 psychic damage. Then the spell ends.", "document": "toh", "level": 2, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -2609,7 +2529,6 @@ "desc": "You create a gout of billowing steam in a 40-foottall cylinder with a 5-foot radius centered on a point on the ground you can see within range. Exposed flames in the area are doused. Each creature in the area when the gout first appears must make a Dexterity saving throw. On a failed save, the creature takes 2d8 fire damage and falls prone. On a successful save, the creature takes half as much damage and doesn't fall prone.\n The gout then covers the area in a sheen of slippery water. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.", "document": "toh", "level": 3, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8, and you can create one additional gout of steam for each slot level above 3rd. A creature in the area of more than one gout of steam is affected only once.", "target_type": "point", @@ -2643,7 +2562,6 @@ "desc": "A rocky coating covers your body, protecting you. Until the start of your next turn, you gain 5 temporary hit points and a +2 bonus to Armor Class, including against the triggering attack.\n At the start of each of your subsequent turns, you can use a bonus action to extend the duration of the AC bonus until the start of your following turn, for up to 1 minute.", "document": "toh", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2675,7 +2593,6 @@ "desc": "You create a stony duplicate of yourself, which rises out of the ground and appears next to you. The duplicate looks like a stone carving of you, including the clothing you're wearing and equipment you're carrying at the time of the casting. It uses the statistics of an earth elemental.\n For the duration, you have a telepathic link with the duplicate. You can use this telepathic link to issue commands to the duplicate while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Run over there” or “Fetch that object.” If the duplicate completes the order and doesn't receive further direction from you, it takes the Dodge or Hide action (your choice) on its turn. The duplicate can't attack, but it can speak in a gravelly version of your voice and mimic your mannerisms with exact detail.\n As a bonus action, you can see through the duplicate's eyes and hear what it hears as if you were in the duplicate's space, gaining the benefits of the earth elemental's darkvision and tremorsense until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As an action while sharing the duplicate's senses, you can make the duplicate explode in a shower of jagged chunks of rock, destroying the duplicate and ending the spell. Each creature within 10 feet of the duplicate must make a Dexterity saving throw. A creature takes 4d10 slashing damage on a failed save, or half as much damage on a successful one.\n The duplicate explodes at the end of the duration, if you didn't cause it to explode before then. If the duplicate is killed before it explodes, you suffer one level of exhaustion.", "document": "toh", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the explosion damage increases by 1d10 for each slot level above 4th. In addition, when you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 8th level or higher, the duration is 8 hours. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", @@ -2709,7 +2626,6 @@ "desc": "With a growl, you call forth dozens of bears to overrun all creatures in a 20-foot cube within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half the damage and isn't knocked prone. The bears disappear after making their charge.", "document": "toh", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2743,7 +2659,6 @@ "desc": "You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot'wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.", "document": "toh", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2777,7 +2692,6 @@ "desc": "You coax a toadstool ring to sprout from the ground. A creature of your choice can sit in the center of the ring and meditate for the duration, catching glimpses of the past, present, and future. The creature can ask up to three questions: one about the past, one about the present, and one about the future. The GM offers truthful answers in the form of dreamlike visions that may be subject to interpretation. When the spell ends, the toadstools turn black and dissolve back into the earth.\n If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that the meditating creature gets a random vision unrelated to the question. The GM makes this roll in secret.", "document": "toh", "level": 6, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2809,7 +2723,6 @@ "desc": "You hinder the natural attacks of a creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, any time the creature attacks with a bite, claw, slam, or other weapon that isn't manufactured, it must roll the weapon's damage dice twice and use the lower total. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. This spell has no effect on constructs.", "document": "toh", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -2841,7 +2754,6 @@ "desc": "You veil a willing creature you can see within range in an illusion others perceive as their worst nightmares given flesh. When the affected creature moves at least 10 feet straight toward a creature and attacks it, that creature must succeed on a Wisdom saving throw or become frightened for 1 minute. If the affected creature’s attack hits the frightened target, the affected creature can roll the attack’s damage dice twice and use the higher total.\n At the end of each of its turns, a creature frightened by this spell can make another Wisdom saving throw. On a success, the creature is no longer frightened and can’t be frightened by this spell again for 24 hours.", "document": "toh", "level": 4, - "school_old": "illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -2873,7 +2785,6 @@ "desc": "You cause a thick carpet of vines to grow from a point on the ground within range. The vines cover objects and prone creatures within 20 feet of that point. While covered in this way, objects and creatures have total cover as long as they remain motionless. A creature that moves while beneath the carpet has only three-quarters cover from attacks on the other side of the carpet. A covered creature that stands up from prone stands atop the carpet and is no longer covered. The carpet of vines is plush enough that a Large or smaller creature can walk across it without harming or detecting those covered by it.\n When the spell ends, the vines wither away into nothingness, revealing any objects and creatures that were still covered.", "document": "toh", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2905,7 +2816,6 @@ "desc": "You blow a blast on your war horn, sending a ripple of fear through your enemies and bolstering your allies. Choose up to three hostile creatures in range and up to three friendly creatures in range. Each hostile target must succeed on a Wisdom saving throw or become frightened for the duration. At the end of each of its turns, a frightened creature can make another Wisdom saving throw. On a success, the spell ends on that creature.\n Each friendly target gains a number of temporary hit points equal to 2d4 + your spellcasting ability modifier and has advantage on the next attack roll it makes before the spell ends. The temporary hit points last for 1 hour.", "document": "toh", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2937,7 +2847,6 @@ "desc": "While casting this spell, you must chant and drum, calling forth the spirit of the hunt. Up to nine other creatures can join you in the chant.\n For the duration, each creature that participated in the chant is filled with the fervent bloodlust of the wild hunt and gains several benefits. The creature is immune to being charmed and frightened, it deals one extra die of damage on the first weapon or spell attack it makes on each of its turns, it has advantage on Strength or Dexterity saving throws (the creature's choice), and its Armor Class increases by 1.\n When this spell ends, a creature affected by it suffers one level of exhaustion.", "document": "toh", "level": 7, - "school_old": "enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", diff --git a/data/v2/kobold-press/warlock/Spell.json b/data/v2/kobold-press/warlock/Spell.json index 9bf804e8..8c3585d1 100644 --- a/data/v2/kobold-press/warlock/Spell.json +++ b/data/v2/kobold-press/warlock/Spell.json @@ -7,7 +7,6 @@ "desc": "You or the creature taking the Attack action can immediately make an unarmed strike. In addition to dealing damage with the unarmed strike, the target can grapple the creature it hit with the unarmed strike.", "document": "warlock", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -39,7 +38,6 @@ "desc": "The evil eye takes many forms. Any incident of bad luck can be blamed on it, especially if a character recently displayed arrogance or selfishness. When avert evil eye is cast, the recipient has a small degree of protection against the evil eye for up to 1 hour. While the spell lasts, the target of the spell has advantage on saving throws against being blinded, charmed, cursed, and frightened. During the spell's duration, the target can also cancel disadvantage on one d20 roll the target is about to make, but doing so ends the spell's effect.", "document": "warlock", "level": 1, - "school_old": "abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -71,7 +69,6 @@ "desc": "You capture some of the fading life essence of the triggering creature, drawing on the energy of the tenuous moment between life and death. You can then use this essence to immediately harm or help a different creature you can see within range. If you choose to harm, the target must make a Wisdom saving throw. The target takes psychic damage equal to 6d8 + your spellcasting ability modifier on a failed save, or half as much damage on a successful one. If you choose to help, the target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell can't be triggered by the death of a construct or an undead creature, and it can't restore hit points to constructs or undead.", "document": "warlock", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -103,7 +100,6 @@ "desc": "You bless up all allied creatures of your choice within range. Whenever a target lands a successful hit before the spell ends, the target can add 1 to the damage roll. When cast by multiple casters chanting in unison, the same increases to 2 points added to the damage roll.", "document": "warlock", "level": 2, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can extend the range by 10 feet for each slot level above 2nd.", "target_type": "creature", @@ -135,7 +131,6 @@ "desc": "Each creature in a 30-foot cone must make a Dexterity saving throw. On a failed save, a creature takes 4d6 piercing damage and is poisoned for 1 minute. On a successful save, a creature takes half as much damage and isn't poisoned. At the end of each of its turns, a poisoned target can make a Constitution saving throw. On a success, the condition ends on the target.", "document": "warlock", "level": 2, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -169,7 +164,6 @@ "desc": "You affect a group of the same plants or animals within range, giving them a harmless and attractive appearance. If a creature studies one of the enchanted plants or animals, it must make a Wisdom saving throw. If it fails the saving throw, it is charmed by the plant or animal until the spell ends or until another creature other than one of its allies does anything harmful to it. While the creature is charmed and stays within sight of the enchanted plants or animals, it has disadvantage on Wisdom (Perception) checks as well as checks to notice signs of danger. If the charmed creature attempts to move out of sight of the spell's subject, it must make a second Wisdom saving throw. If it fails the saving throw, it refuses to move out of sight of the spell's subject. It can repeat this save once per minute. If it succeeds, it can move away, but it remains charmed.", "document": "warlock", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional group of plants or animals for each slot level above 4th.", "target_type": "creature", @@ -201,7 +195,6 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1-10, you take the form of a humanoid made of pure, searing light. On a roll of 11-20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in each form: Light Form. You shed bright light in a 60-foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn, as a bonus action, you can teleport to a space you can see within the light you shed. Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn, as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.", "document": "warlock", "level": 8, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -233,7 +226,6 @@ "desc": "Creates a command tent 30 feet by 30 feet with a peak height of 20 feet. It is filled with items a military commander might require of a headquarters tent on a campaign, such as maps of the area, a spyglass, a sandglass, materials for correspondence, references for coding and decoding messages, books on history and strategy relevant to the area, banners, spare uniforms, and badges of rank. Such minor mundane items dissipate once the spell's effect ends. Recasting the spell on subsequent days maintains the existing tent for another 24 hours.", "document": "warlock", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -265,7 +257,6 @@ "desc": "Terrifying and nightmarish monsters exist within the unknown void of the in-between. Choose up to six points you can see within range. Voidlike, magical darkness spreads from each point to fill a 10-footradius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and no light, magical or nonmagical, can illuminate it.\n Each creature inside a sphere when this spell is cast must make a Dexterity saving throw. On a failed save, the creature takes 6d10 piercing damage and 5d6 psychic damage and is restrained until it breaks free as unseen entities bite and tear at it from the Void. Once a successful save, the creature takes half as much damage and isn't restrained. A restrained creature can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.\n When a creature enters a sphere for the first time on a turn or starts its turn in a sphere, that creature must make an Intelligence saving throw. The creature takes 5d6 psychic damage on a failed save, or half as much damage on a successful one.\n Once created, the spheres can't be moved. A creature in overlapping spheres doesn't suffer additional effects for being in more than one sphere at a time.", "document": "warlock", "level": 9, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -299,7 +290,6 @@ "desc": "You conjure a door to the destination of your choice that lasts for the duration or until dispelled. You sketch the outline of the door with chalk on any hard surface (a wall, a cliffside, the deck of a ship, etc.) and scribe sigils of power around its outline. The doorway must be at least 1 foot wide by 2 feet tall and can be no larger than 5 feet wide by 10 feet tall. Once the door is drawn, place the knob appropriately; it attaches magically to the surface and your drawing becomes a real door to the spell's destination. The doorway remains functional for the spell's duration. During that time, anyone can open or close the door and pass through it in either direction.\n The destination can be on any plane of existence. It must be familiar to you, and your level of familiarity with it determines the accuracy of the spell (determined by the GM). If it's a place you've visited, you can expect 100 percent accuracy. If it's been described to you by someone who was there, you might arrive in the wrong room or even the wrong structure, depending on how detailed their description was. If you've only heard about the destination third-hand, you may end up in a similar structure that's in a very different locale.\n *Door of the far traveler* doesn't create a doorway at the destination. It connects to an existing, working door. It can't, for example, take you to an open field or a forest with no structures (unless someone built a doorframe with a door in that spot for this specific purpose!). While the spell is in effect, the pre-existing doorway connects only to the area you occupied while casting the spell. If you connected to an existing doorway between a home's parlor and library, for example, and your door leads into the library, then people can still walk through that doorway from the parlor into the library normally. Anyone trying to go the other direction, however, arrives wherever you came from instead of in the parlor.\n Before casting the spell, you must spend one hour etching magical symbols onto the doorknob that will serve as the spell's material component to attune it to your desired destination. Once prepared, the knob remains attuned to that destination until it's used or you spend another hour attuning it to a different location.\n *The door of the far traveler* is dispelled if you remove the knob from the door. You can do this as a bonus action from either side of the door, provided it's shut. If the spell's duration expires naturally, the knob falls to the ground on whichever side of the door you're on. Once the spell ends, the knob loses its attunement to any location and another hour must be spent attuning it before it can be used again.", "document": "warlock", "level": 8, - "school_old": "conjuration", "school": "evocation", "higher_level": "If you cast this spell using a 9thlevel slot, the duration increases to 12 hours.", "target_type": "area", @@ -331,7 +321,6 @@ "desc": "You gain a portentous voice of compelling power, commanding all undead within 60 feet that fail a Wisdom saving throw. This overrides any prior loyalty to spellcasters such as necromancers or evil priests, and it can nullify the effect of a Turn Undead result from a cleric.", "document": "warlock", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "area", @@ -363,7 +352,6 @@ "desc": "You create a staircase out of the nothingness of the air. A shimmering staircase 10 feet wide appears and remains for the duration. The staircase ascends at a 45-degree angle to a point as much as 60 feet above the ground. The staircase consists only of steps with no apparent support, unless you choose to have it resemble a stone or wooden structure. Even then, its magical nature is obvious, as it has no color and is translucent, and only the steps have solidity; the rest of it is no more solid than air. The staircase can support up to 10 tons of weight. It can be straight, spiral, or switchback. Its bottom must connect to solid ground, but its top need not connect to anything.", "document": "warlock", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the staircase extends an additional 20 feet for each slot level above 5th.", "target_type": "point", @@ -395,7 +383,6 @@ "desc": "When you cast this spell, you open a conduit to the Castle Library, granting access to difficult-to-obtain information. For the spell's duration, you double your proficiency bonus whenever you make an Intelligence check to recall information about any subject. Additionally, you can gain advantage on an Intelligence check to recall information. To do so, you must either sacrifice another lore-filled book or succeed on a Charisma saving throw. On a failed save, the spell ends, and you have disadvantage on all Intelligence checks to recall information for 1 week. A wish spell ends this effect.", "document": "warlock", "level": 3, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -427,7 +414,6 @@ "desc": "Eleven illusory duplicates of the touched creature appear in its space. A creature affected by hedgehog dozen seems to have a dozen arms, shields, and weapons-a swarm of partially overlapping, identical creatures. Until the spell ends, these duplicates move with the target and mimic its actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. While surrounded by duplicates, a creature gains advantage against any opponent because of the bewildering number of weapons and movements. Each time a creature targets you with an attack during the spell's duration, roll a d8 to determine whether the attack instead targets one of your duplicates. On a roll of 1, it strikes you. On any other roll it removes one of your duplicates; when you have only five duplicates remaining, the spell ends. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false as with truesight.", "document": "warlock", "level": 3, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -459,7 +445,6 @@ "desc": "You alter the mental state of one creature you can see within range. The target must make an Intelligence saving throw. If it fails, choose one of the following effects. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. A creature with an Intelligence score of 4 or less isn't affected by this spell.\n ***Sleep Paralysis.*** Overwhelming heaviness and fatigue overcome the creature, slowing it. The creature's speed is halved, and it has disadvantage on weapon attacks.\n ***Phantasmata.*** The creature imagines vivid and terrifying hallucinations centered on a point of your choice within range. For the duration, the creature is frightened, and it must take the Dash action and move away from the point you chose by the safest available route on each of its turns, unless there is nowhere to move.\n ***False Awakening.*** The creature enters a trancelike state of consciousness in which it's not fully aware of its surroundings. It can't take reactions, and it must roll a d4 at the beginning of its turn to determine its behavior. Each time the target takes damage, it makes a new Intelligence saving throw. On a success, the spell ends on the target.\n\n| d4 | Behavior | \n|-----|-----------| \n| 1 | The creature takes the Dash action and uses all of its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. | \n| 2 | The creature uses its action to pantomime preparing for its day: brushing teeth and hair, bathing, eating, or similar activity. | \n| 3 | The creature moves up to its speed toward a randomly determined creature and uses its action to make one melee attack against that creature. If there is no creature within range, the creature does nothing this turn. | \n| 4 | The creature does nothing this turn. |", "document": "warlock", "level": 4, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -491,7 +476,6 @@ "desc": "Strange things happen in the mind and body in that moment between waking and sleeping. One of the most common is being startled awake by a sudden feeling of falling. With a snap of your fingers, you trigger that sensation in a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. If the target fails the saving throw by 5 or more, it drops one object it is holding. A dropped object lands in the creature's space.", "document": "warlock", "level": 0, - "school_old": "illusion", "school": "evocation", "higher_level": "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", @@ -523,7 +507,6 @@ "desc": "By means of this spell, you make a target building seem much less important or ostentatious than it is. You can give the target an unremarkable appearance or one that blends in with nearby buildings. By its nature, this spell does not allow you to specify features that would make the building stand out. You also cannot make a building look more opulent to match surrounding buildings. You can make the building appear smaller or larger that its actual size to better fit into its environs. However, these size changes are noticeable with cursory physical inspection as an object will pass through extra illusory space or bump into a seemingly smaller section of the building. A creature can use its action to inspect the building and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware the building has been disguised. In addition to you dispelling inconspicuous facade, the spell ends if the target building is destroyed.", "document": "warlock", "level": 4, - "school_old": "illusion", "school": "evocation", "higher_level": "", "target_type": "object", @@ -555,7 +538,6 @@ "desc": "This spell animates the recently dead to remove them from a battlefield. Choose one corpse of a Medium or Small humanoid per level of the caster (within range). Your spell imbues the targets with an animating spirit, raising them as construct creatures similar in appearance to flesh golems, though with the strength and abilities of zombies. Dwarves use this to return the bodies of the fallen to clan tombs and to deny the corpses the foul attention of ghouls, necromancers, and similar foes. On each of your turns, you can use a bonus action to mentally command all the creatures you made with this spell if the creatures are within 60 feet of you. You decide what action the creatures will take and where they will move during the next day; you cannot command them to guard. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order and direction of march, the creatures continue to follow it until they arrive at the destination you named or until 24 hours have elapsed when the spell ends and the corpses fall lifeless once more. To tell creatures to move for another 24 hours, you must cast this spell on the creatures again before the current 24-hour period ends. This use of the spell reasserts your control over up to 50 creatures you have animated with this spell rather than animating a new one.", "document": "warlock", "level": 3, - "school_old": "necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional construct creatures for each slot level above 3rd (two creatures/level at 4th, three creatures/level at 5th). Each of the creatures must come from a different corpse.", "target_type": "creature", @@ -587,7 +569,6 @@ "desc": "Choose a creature you can see within range. It must succeed on an Intelligence saving throw or be mentally trapped in an imagined maze of mirrors for the duration. While trapped in this way, the creature is incapacitated, but it imagines itself alone and wandering through the maze. Externally, it appears dazed as it turns in place and reaches out at nonexistent barriers. Each time the target takes damage, it makes another Intelligence saving throw. On a success, the spell ends.", "document": "warlock", "level": 6, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -619,7 +600,6 @@ "desc": "You transform a mirror into a magical doorway to an extradimensional realm. You and any creatures you designate when you cast the spell can move through the doorway into the realm beyond. For the spell's duration, the mirror remains anchored in the plane of origin, where it can't be broken or otherwise damaged by any mundane means. No creatures other than those you designate can pass through the mirror or see into the mirror realm.\n The realm within the mirror is an exact reflection of the location you left. The temperature is comfortable, and any environmental threats (lava, poisonous gas, or similar) are inert, harmless facsimiles of the real thing. Likewise, magic items reflected in the mirror realm have no magical properties, but those carried into it work normally. Food, drink, and other beneficial items within the mirror realm (reflections of originals in the real world) function as normal, real items; food can be eaten, wine can be drunk, and so on. Only items that were reflected in the mirror at the moment the spell was cast exist inside the mirror realm. Items placed in front of the mirror afterward don't appear in the mirror realm, and creatures never do unless they are allowed in by you. Items found in the mirror realm dissolve into nothingness when they leave it, but the effects of food and drink remain.\n Sound passes through the mirror in both directions. Creatures in the mirror realm can see what's happening in the world, but creatures in the world see only what the mirror reflects. Objects can cross the mirror boundary only while worn or carried by a creature, and spells can't cross it at all. You can't stand in the mirror realm and shoot arrows or cast spells at targets in the world or vice versa.\n The boundaries of the mirror realm are the same as the room or location in the plane of origin, but the mirror realm can't exceed 50,000 square feet (for simplicity, imagine 50 cubes, each cube being 10 feet on a side). If the original space is larger than this, such as an open field or a forest, the boundary is demarcated with an impenetrable, gray fog.\n Any creature still inside the mirror realm when the spell ends is expelled through the mirror into the nearest empty space.\n If this spell is cast in the same spot every day for a year, it becomes permanent. Once permanent, the mirror can't be moved or destroyed through mundane means. You can allow new creatures into the mirror realm (and disallow previous creatures) by recasting the spell within range of the permanent mirror. Casting the spell elsewhere doesn't affect the creation or the existence of a permanent mirror realm; a determined spellcaster could have multiple permanent mirror realms to use as storage spaces, hiding spots, and spy vantages.", "document": "warlock", "level": 7, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -651,7 +631,6 @@ "desc": "While you are in dim light, you cause an object in range to become unobtrusively obscured from the sight of other creatures. For the duration, you have advantage on Dexterity (Sleight of Hand) checks to hide the object. The object can't be larger than a shortsword, and it must be on your person, held in your hand, or otherwise unattended.", "document": "warlock", "level": 0, - "school_old": "illusion", "school": "evocation", "higher_level": "You can affect two objects when you reach 5th level, three objects at 11th level, and four objects at 17th level.", "target_type": "object", @@ -683,7 +662,6 @@ "desc": "You touch a weapon or a bundle of 30 ammunition, imbuing them with spell energy. Any creature damaged by a touched, affected weapon leaves an invisibly glowing trail of their path until the spell expires. The caster may see this trail by casting revenge's eye or see invisible. Any other caster may see the trail by casting see invisible. Casting dispel magic on an affected creature causes that creature to stop generating a trail, and the trail fades over the next hour.", "document": "warlock", "level": 3, - "school_old": "enchantment", "school": "evocation", "higher_level": "When you cast the spell using a slot of 4th level or higher, you can target one additional weapon or bundle of ammunition for each slot level above fourth.", "target_type": "creature", @@ -715,7 +693,6 @@ "desc": "By sketching a shimmering, ethereal doorway in the air and knocking three times, you call forth an otherworldly entity to provide insight or advice. The door swings open and the entity, wreathed in shadow or otherwise obscured, appears at the threshold. It answers up to five questions truthfully and to the best of its ability, but its answers aren't necessarily clear or direct. The entity can't pass through the doorway or interact with anything on your side of the doorway other than by speaking its responses.\n Likewise, creatures on your side of the doorway can't pass through it to the other side or interact with the other side in any way other than asking questions. In addition, the spell allows you and the creature to understand each other's words even if you have no language in common, the same as if you were both under the effects of the comprehend languages spell.\n When you cast this spell, you must request a specific, named entity, a specific type of creature, or a creature from a specific plane of existence. The target creature can't be native to the plane you are on when you cast the spell. After making this request, make an ability check using your spellcasting ability. The DC is 12 if you request a creature from a specific plane; 16 if you request a specific type of creature; or 20 if you request a specific entity. (The GM can choose to make this check for you secretly.) If the spellcasting check fails, the creature that responds to your summons is any entity of the GM's choosing, from any plane. No matter what, the creature is always of a type with an Intelligence of at least 8 and the ability to speak and to hear.", "document": "warlock", "level": 5, - "school_old": "divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -747,7 +724,6 @@ "desc": "You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects within range: A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable use a bonus action on its next turn as it regains its footing. Tiny particles blow in your target's face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn. Strobing lights flash briefly before your target's eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw or its passive Perception is halved until the end of its next turn. The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration. An invisible force sharply tugs on the target's trousers, causing the clothing to slip down. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its Armor Class until the end of its next turn as it uses one hand to gather its slipping clothing. Only one of these effects can be used on a single creature at a time.", "document": "warlock", "level": 1, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -779,7 +755,6 @@ "desc": "You create a 20-foot-diameter circle of loosely-packed toadstools that spew sickly white spores and ooze a tarry substance. At the start of each of your turns, each creature within the circle must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. If a creature attempts to pass through the ring of toadstools, the toadstools release a cloud of spores, and the creature must make a Constitution saving throw. On a failure, the creature takes 8d8 poison damage and is poisoned for 1 minute. On a success, the creature takes half as much damage and isn't poisoned. While a creature is poisoned, it is paralyzed. It can attempt a new Constitution saving throw at the end of each of its turns to remove the paralyzed condition (but not the poisoned condition).", "document": "warlock", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -813,7 +788,6 @@ "desc": "You touch an undead creature (dust and bones suffice) destroyed not more than 10 hours ago; the creature is surrounded by purple fire for 1 round and is returned to life with full hit points. This spell has no effect on any creatures except undead, and it cannot restore a lich whose phylactery has been destroyed, a vampire destroyed by sunlight, any undead whose remains are destroyed by fire, acid, or holy water, or any remains affected by a gentle repose spell. This spell doesn't remove magical effects. If they aren't removed prior to casting, they return when the undead creature comes back to life. This spell closes all mortal wounds but doesn't restore missing body parts. If the creature doesn't have body parts or organs necessary for survival, the spell fails. Sudden reassembly is an ordeal involving enormous expenditure of necrotic energy; ley line casters within 5 miles are aware that some great shift in life forces has occurred and a sense of its direction. The target takes a -4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.", "document": "warlock", "level": 5, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -845,7 +819,6 @@ "desc": "With a gesture and a muttered word, you cause an inky black, circular portal to open on the ground beneath one or more creatures. You can create one 15-foot-diameter portal, two 10-foot-diameter portals, or six 5-foot-diameter portals. A creature that's standing where you create a portal must make a Dexterity saving throw. On a failed save, the creature falls through the portal, disappears into a demiplane where it is stunned as it falls endlessly, and the portal closes.\n At the start of your next turn, the creatures that failed their saving throws fall through matching portals directly above their previous locations. A falling creature lands prone in the space it once occupied or the nearest unoccupied space and takes falling damage as if it fell 60 feet, regardless of the distance between the exit portal and the ground. Flying and levitating creatures can't be affected by this spell.", "document": "warlock", "level": 3, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -877,7 +850,6 @@ "desc": "You target a creature within range, and that creature must succeed on a Fortitude saving throw or become less resistant to lightning damage. A creature with immunity to lightning damage has advantage on this saving throw. On a failure, a creature with immunity to lightning damage instead has resistance to lightning damage for the spell's duration, and a creature with resistance to lightning damage loses its resistance for the duration. A creature without resistance to lightning damage that fails its saving throw takes double damage from lightning for the spell's duration. Remove curse or similar magic ends this spell.", "document": "warlock", "level": 4, - "school_old": "necromancy", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, the duration is 24 hours. If you use a spell slot of 8th level or higher, a creature with immunity to lightning damage no longer has advantage on its saving throw. If you use a spell slot of 9th level or higher, the spell lasts until it is dispelled.", "target_type": "creature", @@ -909,7 +881,6 @@ "desc": "You touch a creature's visual organs and grant them the ability to see the trail left by creatures damaged by a weapon you cast invisible creatures; it only reveals trails left by those affected by order of revenge also cast by the spellcaster.", "document": "warlock", "level": 2, - "school_old": "divination", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target +1 creature for each slot level above second.", "target_type": "creature", @@ -941,7 +912,6 @@ "desc": "The spell gives life to existing plants in range. If there are no plants in range, the spell creates undergrowth and trees that persist for the duration. One of the trees becomes a treant friendly to you and your companions. Roll initiative for the treant, which has its own turn. It obeys any verbal commands that you issue to it. If you don't issue it any commands, it defends itself from hostile creatures but otherwise takes no actions. The animated undergrowth creates difficult terrain for your enemies. Additionally, at the beginning of each of your turns, all creatures that are on the ground in range must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success. If a creature is restrained by plants at the beginning of your turn, it takes 1d6 bludgeoning damage. Finally, the trees swing at each enemy in range, requiring each creature to make a Dexterity saving throw. A creature takes 6d6 bludgeoning damage on a failed save or half as much damage on a successful one. You can use a bonus action to recenter the spell on yourself. This does not grow additional trees in areas that previously had none.", "document": "warlock", "level": 8, - "school_old": "evocation", "school": "evocation", "higher_level": "When you cast this spell using a 9th-level slot, an additional tree becomes a treant, the undergrowth deals an additional 1d6 bludgeoning damage, and the trees inflict an additional 2d6 bludgeoning damage.", "target_type": "creature", @@ -975,7 +945,6 @@ "desc": "You pull on the filaments of transition and possibility to tear at your enemies. Choose a creature you can see within range and make a ranged spell attack. On a hit, the target takes 5d8 cold damage as strands of icy nothingness whip from your outstretched hand to envelop it. If the target isn't native to the plane you're on, it takes an extra 3d6 psychic damage and must succeed on a Constitution saving throw or be stunned until the end of its next turn.", "document": "warlock", "level": 4, - "school_old": "evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1009,7 +978,6 @@ "desc": "Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow's Strength Drain or the harm spell.", "document": "warlock", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1041,7 +1009,6 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to an imprecise location on the plane of Evermaw. The portal is a circular opening, which you can make 5-20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. If your casting is at 5th level, this opens a pathway to the River of Tears, to the Vitreous Mire, or to the Plains of Bone-travel to a settlement can take up to 7 days (1d6+1). If cast at 7th level, the skull road spell opens a portal to a small settlement of gnolls, ghouls, or shadows on the plane near the Eternal Palace of Mot or a similar settlement. Undead casters can use this spell in the reverse direction, opening a portal from Evermaw to the mortal world, though with similar restrictions. At 5th level, the portal opens in a dark forest, cavern, or ruins far from habitation. At 7th level, the skull road leads directly to a tomb, cemetery, or mass grave near a humanoid settlement of some kind.", "document": "warlock", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1073,7 +1040,6 @@ "desc": "Deep Magic: battle You conjure up dozens of axes and direct them in a pattern in chopping, whirling mayhem. The blades fill eight 5-foot squares in a line 40 feet long or in a double-strength line 20 feet long and 10 deep. The axes cause 6d8 slashing damage to creatures in the area at the moment the spell is cast or half damage with a successful Dexterity saving throw. By maintaining concentration, you can move the swarm of axes up to 20 feet per round in any direction you wish. If the storm of axes moves into spaces containing creatures, they immediately must make another Dexterity saving throw or suffer damage again.", "document": "warlock", "level": 4, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1105,7 +1071,6 @@ "desc": "You ward a creature within range against attacks by making the choice to hit them painful. When the warded creature is hit with a melee attack from within 5 feet of it, the attacker takes 1d4 psychic damage.", "document": "warlock", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1139,7 +1104,6 @@ "desc": "Deep Magic: clockwork Once per day, you can cast this ritual to summon a Tiny clockwork beast doesn't require air, food, drink, or sleep. When its hit points are reduced to 0, it crumbles into a heap of gears and springs.", "document": "warlock", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1171,7 +1135,6 @@ "desc": "You temporarily remove the ability to regenerate from a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target can't regain hit points from the Regeneration trait or similar spell or trait for the duration. The target can receive magical healing or regain hit points from other traits, spells, or actions, as normal. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.", "document": "warlock", "level": 1, - "school_old": "transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -1203,7 +1166,6 @@ "desc": "The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls—these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet.\n You can take one willing creature of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails.", "document": "warlock", "level": 2, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1235,7 +1197,6 @@ "desc": "Upon casting this spell, one type of plant within range gains the ability to puff a cloud of pollen based on conditions you supply during casting. If the conditions are met, an affected plant sprays a pollen cloud in a 10-foot-radius sphere centered on it. Creatures in the area must succeed on a Constitution saving throw or become poisoned for 1 minute. At the end of a poisoned creature's turn, it can make a Constitution saving throw. On a success, it is no longer poisoned. A plant can only release this pollen once within the duration.", "document": "warlock", "level": 2, - "school_old": "transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1267,7 +1228,6 @@ "desc": "You touch a creature. The creature is warded against the effects of locate creature, the caster may determine if the affected creature is within 1,000 feet but cannot determine the direction to the target of vagrant's nondescript cloak. If the creature is already affected by one of the warded spells, then both the effect and vagrant's nondescript cloak end immediately.", "document": "warlock", "level": 2, - "school_old": "abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of third level or higher, you can target +1 creature for each slot level above second.", "target_type": "creature", @@ -1299,7 +1259,6 @@ "desc": "Deep Magic: ley line While bound to a ley line, you draw directly from its power, becoming cloaked in a magical heliotropic fire that sheds dim light in a 10-foot radius. Additionally, each round, including the round it is cast, you may make a ranged spell attack as an action. On a hit, the target takes 6d6 force damage. Every 3 minutes the effect is active, your bond with the ley line is reduced by one step; a bond to a Titanic ley line becomes effectively a Strong, then a Weak, and after 10 minutes, the bond is broken. The strength of the bond is only restored after a long rest; if the bond was broken, it can only be restored at the next weakest level for a week. A bond broken from a Weak ley line cannot be restored for two weeks. Some believe this spell damages ley lines, and there is some evidence to support this claim. Additionally, whenever a creature within 5 feet hits you with a melee attack, the cloak erupts with a heliotropic flare. The attacker takes 3d6 force damage.", "document": "warlock", "level": 6, - "school_old": "evocation", "school": "evocation", "higher_level": "When casting this spell using a spell slot of 6th level, the damage from all effects of the spell increase by 1d6 for each slot level above 6th.", "target_type": "creature", @@ -1333,7 +1292,6 @@ "desc": "You sift the surrounding air for sound wave remnants of recent conversations to discern passwords or other important information gleaned from a conversation, such as by guards on a picket line. The spell creates a cloud of words in the caster's mind, assigning relevance to them. Selecting the correct word or phrase is not foolproof, but you can make an educated guess. You make a Wisdom (Perception) check against the target person's Wisdom score (DC 10, if not specified) to successfully pick the key word or phrase.", "document": "warlock", "level": 5, - "school_old": "conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -1365,7 +1323,6 @@ "desc": "A wave of putrefaction surges from you, targeting creatures of your choice within a 30-foot radius around you, speeding the rate of decay in those it touches. The target must make a Constitution saving throw. It takes 10d6 necrotic damage on a failed save or half as much on a successful save. Its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature takes a long rest.", "document": "warlock", "level": 7, - "school_old": "necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", diff --git a/data/v2/open5e/o5e/Spell.json b/data/v2/open5e/o5e/Spell.json index 14846532..ba286484 100644 --- a/data/v2/open5e/o5e/Spell.json +++ b/data/v2/open5e/o5e/Spell.json @@ -7,7 +7,6 @@ "desc": "For the spell's Duration, your eyes turn black and veins of dark energy lace your cheeks. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the listed Effects of your choice for the Duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite.\n\nAsleep: The target is rendered Unconscious. It wakes up if it takes any damage or if another creature uses its action to jostle the sleeper awake.\n\nPanicked: The target is Frightened of you. On each of its turns, the Frightened creature must take the Dash action and move away from you by the safest and shortest possible route, unless there is no place to move. If the target is at least 60 feet away from you and can no longer see you, this effect ends.\n\nSickened: The target has disadvantage on Attack rolls and Ability Checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.\n\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*", "document": "o5e", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -39,7 +38,6 @@ "desc": "A ray of green light appears at your fingertip, arcing towards a target within range.\n\nMake a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\n\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*", "document": "o5e", "level": 1, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", diff --git a/data/v2/wizards-of-the-coast/srd/Spell.json b/data/v2/wizards-of-the-coast/srd/Spell.json index 059a77aa..414d4267 100644 --- a/data/v2/wizards-of-the-coast/srd/Spell.json +++ b/data/v2/wizards-of-the-coast/srd/Spell.json @@ -7,7 +7,6 @@ "desc": "A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.", "target_type": "creature", @@ -41,7 +40,6 @@ "desc": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a dexterity saving throw or take 1d6 acid damage.", "document": "srd", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", @@ -73,7 +71,6 @@ "desc": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.", "document": "srd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.", "target_type": "creature", @@ -105,7 +102,6 @@ "desc": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. \n\nWhen you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.", "document": "srd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -137,7 +133,6 @@ "desc": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\n\n**Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\n\n**Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\n\n**Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -169,7 +164,6 @@ "desc": "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.", "document": "srd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", "target_type": "creature", @@ -201,7 +195,6 @@ "desc": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. \n\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "document": "srd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.", "target_type": "creature", @@ -233,7 +226,6 @@ "desc": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. \n\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. \n\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.", "document": "srd", "level": 8, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -265,7 +257,6 @@ "desc": "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics). \n\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. \n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.", "document": "srd", "level": 3, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.", "target_type": "creature", @@ -297,7 +288,6 @@ "desc": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. \nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n### Animated Object Statistics \n| Size | HP | AC | Attack | Str | Dex |\n|--------|----|----|----------------------------|-----|-----|\n| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |\n| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |\n| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |\n| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |\n| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | \n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.", "document": "srd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.", "target_type": "object", @@ -329,7 +319,6 @@ "desc": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.", "document": "srd", "level": 5, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -361,7 +350,6 @@ "desc": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\n\n**Targeted Effects.** Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.\n\n**Areas of Magic.** The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n\n**Spells.** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\n\n**Magic Items.** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\n\n**Magical Travel.** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.\n\n**Creatures and Objects.** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\n\n**Dispel Magic.** Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.", "document": "srd", "level": 8, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -393,7 +381,6 @@ "desc": "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\n\n**Antipathy.** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n\n **Sympathy.** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below.\n\n**Ending the Effect.** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.", "document": "srd", "level": 8, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -425,7 +412,6 @@ "desc": "You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "document": "srd", "level": 4, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "point", @@ -457,7 +443,6 @@ "desc": "You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space. When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.\n\n**Clenched Fist.** The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.\n\n**Forceful Hand.** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.\n\n**Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier\n\n **Interposing Hand.** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.", "document": "srd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.", "target_type": "object", @@ -491,7 +476,6 @@ "desc": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.", "document": "srd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -523,7 +507,6 @@ "desc": "You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.", "document": "srd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -557,7 +540,6 @@ "desc": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\n\n**False Aura.** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\n\n**Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.", "document": "srd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -589,7 +571,6 @@ "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", "document": "srd", "level": 9, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -621,7 +602,6 @@ "desc": "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: \n- Weal, for good results \n- Woe, for bad results \n- Weal and woe, for both good and bad results \n- Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "document": "srd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -653,7 +633,6 @@ "desc": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.", "document": "srd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -685,7 +664,6 @@ "desc": "Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.", "document": "srd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", @@ -717,7 +695,6 @@ "desc": "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.", "document": "srd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", "target_type": "creature", @@ -749,7 +726,6 @@ "desc": "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -781,7 +757,6 @@ "desc": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.", "document": "srd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -813,7 +788,6 @@ "desc": "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: \n- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. \n- While cursed, the target has disadvantage on attack rolls against you. \n- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. \n- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.", "document": "srd", "level": 3, - "school_old": "Necromancy", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", @@ -845,7 +819,6 @@ "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "document": "srd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -879,7 +852,6 @@ "desc": "You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.", "document": "srd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -913,7 +885,6 @@ "desc": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.", "document": "srd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", @@ -945,7 +916,6 @@ "desc": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.", "document": "srd", "level": 4, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", @@ -979,7 +949,6 @@ "desc": "You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.", "document": "srd", "level": 2, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", @@ -1011,7 +980,6 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1043,7 +1011,6 @@ "desc": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.", "document": "srd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1075,7 +1042,6 @@ "desc": "The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-­--foot radius and can't become invisible until the spell ends.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -1107,7 +1073,6 @@ "desc": "As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.", "document": "srd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", "target_type": "creature", @@ -1141,7 +1106,6 @@ "desc": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", "document": "srd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.", "target_type": "point", @@ -1175,7 +1139,6 @@ "desc": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.", "document": "srd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "point", @@ -1207,7 +1170,6 @@ "desc": "You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.", "target_type": "creature", @@ -1241,7 +1203,6 @@ "desc": "You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.", "document": "srd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -1273,7 +1234,6 @@ "desc": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.", "document": "srd", "level": 0, - "school_old": "Necromancy", "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -1307,7 +1267,6 @@ "desc": "A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.", "target_type": "point", @@ -1341,7 +1300,6 @@ "desc": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.", "document": "srd", "level": 3, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1373,7 +1331,6 @@ "desc": "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.", "document": "srd", "level": 8, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1405,7 +1362,6 @@ "desc": "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.", "document": "srd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", "target_type": "point", @@ -1439,7 +1395,6 @@ "desc": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.", "document": "srd", "level": 1, - "school_old": "Illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.", "target_type": "point", @@ -1471,7 +1426,6 @@ "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends\n\n **Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\n**Drop** The target drops whatever it is holding and then ends its turn.\n\n**Flee.** The target spends its turn moving away from you by the fastest available means.\n\n**Grovel.** The target falls prone and then ends its turn.\n\n**Halt.** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.", "document": "srd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -1503,7 +1457,6 @@ "desc": "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.", "document": "srd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1535,7 +1488,6 @@ "desc": "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: \n- terrain and bodies of water \n- prevalent plants, minerals, animals, or peoples \n- powerful celestials, fey, fiends, elementals, or undead \n- influence from other planes of existence \n- buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.", "document": "srd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -1567,7 +1519,6 @@ "desc": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.", "document": "srd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1599,7 +1550,6 @@ "desc": "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.", "document": "srd", "level": 4, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1631,7 +1581,6 @@ "desc": "A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.", "document": "srd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", "target_type": "creature", @@ -1665,7 +1614,6 @@ "desc": "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|---|---|\n| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |\n| 2-6 | The creature doesn’t move or take actions this turn. |\n| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |\n| 9-10 | The creature can act and move normally. |\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", "document": "srd", "level": 4, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", "target_type": "creature", @@ -1697,7 +1645,6 @@ "desc": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: \n- One beast of challenge rating 2 or lower \n- Two beasts of challenge rating 1 or lower \n- Four beasts of challenge rating 1/2 or lower \n- Eight beasts of challenge rating 1/4 or lower \n- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level, and four times as many with a 9th-level slot.", "target_type": "point", @@ -1729,7 +1676,6 @@ "desc": "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial's statistics.", "document": "srd", "level": 7, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.", "target_type": "point", @@ -1761,7 +1707,6 @@ "desc": "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.", "document": "srd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", "target_type": "area", @@ -1793,7 +1738,6 @@ "desc": "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics.", "document": "srd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", "target_type": "creature", @@ -1825,7 +1769,6 @@ "desc": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: \n- One elemental of challenge rating 2 or lower \n- Two elementals of challenge rating 1 or lower \n- Four elementals of challenge rating 1/2 or lower \n- Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", "target_type": "point", @@ -1857,7 +1800,6 @@ "desc": "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: \n- One fey creature of challenge rating 2 or lower \n- Two fey creatures of challenge rating 1 or lower \n- Four fey creatures of challenge rating 1/2 or lower \n- Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", "target_type": "creature", @@ -1889,7 +1831,6 @@ "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.", "document": "srd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1921,7 +1862,6 @@ "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\n\n**Blinding Sickness.** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.\n\n**Filth Fever.** A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.\n\n**Flesh Rot.** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\n\n**Mindfire.** The creature's mind becomes feverish. The creature has disadvantage on intelligence checks and intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\n\n**Seizure.** The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.\n\n**Slimy Doom.** The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", "document": "srd", "level": 5, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1953,7 +1893,6 @@ "desc": "Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell-called the contingent spell-as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.", "document": "srd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -1985,7 +1924,6 @@ "desc": "A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -2017,7 +1955,6 @@ "desc": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\n**Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts\n\n **Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\n**Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\n**Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.", "document": "srd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -2051,7 +1988,6 @@ "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.", "document": "srd", "level": 8, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2083,7 +2019,6 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.", "document": "srd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", "target_type": "creature", @@ -2115,7 +2050,6 @@ "desc": "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.", "document": "srd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -2147,7 +2081,6 @@ "desc": "You either create or destroy water.\n\n**Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range\n\n **Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.", "document": "srd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.", "target_type": "object", @@ -2179,7 +2112,6 @@ "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.", "document": "srd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.", "target_type": "creature", @@ -2211,7 +2143,6 @@ "desc": "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration\n\n **Vegetable matter** 1 day **Stone or crystal** 12 hours **Precious metals** 1 hour **Gems** 10 minutes **Adamantine or mithral** 1 minute Using any material created by this spell as another spell's material component causes that spell to fail.", "document": "srd", "level": 5, - "school_old": "Illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.", "target_type": "object", @@ -2243,7 +2174,6 @@ "desc": "A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.", "target_type": "creature", @@ -2275,7 +2205,6 @@ "desc": "You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.", "document": "srd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2307,7 +2236,6 @@ "desc": "Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2339,7 +2267,6 @@ "desc": "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2371,7 +2298,6 @@ "desc": "A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.", "document": "srd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -2403,7 +2329,6 @@ "desc": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.", "document": "srd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2435,7 +2360,6 @@ "desc": "A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell's base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.", "document": "srd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.", "target_type": "point", @@ -2467,7 +2391,6 @@ "desc": "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.", "document": "srd", "level": 8, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2499,7 +2422,6 @@ "desc": "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "document": "srd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2531,7 +2453,6 @@ "desc": "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "document": "srd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2563,7 +2484,6 @@ "desc": "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "document": "srd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2595,7 +2515,6 @@ "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", "document": "srd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2627,7 +2546,6 @@ "desc": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\" You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.", "document": "srd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -2659,7 +2577,6 @@ "desc": "You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.", "document": "srd", "level": 1, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "object", @@ -2691,7 +2608,6 @@ "desc": "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.", "document": "srd", "level": 6, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.", "target_type": "creature", @@ -2725,7 +2641,6 @@ "desc": "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\n**Break Enchantment.** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.\n\n**Dismissal.** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.", "document": "srd", "level": 5, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2757,7 +2672,6 @@ "desc": "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.", "document": "srd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.", "target_type": "creature", @@ -2789,7 +2703,6 @@ "desc": "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "document": "srd", "level": 4, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2821,7 +2734,6 @@ "desc": "Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.", "document": "srd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2853,7 +2765,6 @@ "desc": "You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points: \n- 50hp or less: deafened for 1 minute \n- 40 hp or less: deafened and blinded for 10 minutes \n- 30 hp or less: blinded, deafened and dazed for 1 hour \n- 20 hp or less: killed instantly. Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.", "document": "srd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -2885,7 +2796,6 @@ "desc": "You attempt to beguile a beast that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 4, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell with a 5th-­level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-­level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", "target_type": "creature", @@ -2917,7 +2827,6 @@ "desc": "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 8, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.", "target_type": "creature", @@ -2949,7 +2858,6 @@ "desc": "You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 5, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.", "target_type": "creature", @@ -2981,7 +2889,6 @@ "desc": "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.", "document": "srd", "level": 5, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3015,7 +2922,6 @@ "desc": "Whispering to the spirits of nature, you create one of the following effects within range: \n- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. \n- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. \n- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-­--foot cube. \n- You instantly light or snuff out a candle, a torch, or a small campfire.", "document": "srd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -3047,7 +2953,6 @@ "desc": "You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a constitution saving throw. On a failed save, the creature's concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. \n\n**Fissures.** Fissures open throughout the spell's area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell's area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). \n\n**Structures.** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure's height must make a dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.", "document": "srd", "level": 8, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -3081,7 +2986,6 @@ "desc": "A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.", "document": "srd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3115,7 +3019,6 @@ "desc": "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\n\n**Bear's Endurance.** The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\n\n**Bull's Strength.** The target has advantage on strength checks, and his or her carrying capacity doubles.\n\n**Cat's Grace.** The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.\n\n**Eagle's Splendor.** The target has advantage on Charisma checks\n\n **Fox's Cunning.** The target has advantage on intelligence checks.\n\n**Owl's Wisdom.** The target has advantage on wisdom checks.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", @@ -3147,7 +3050,6 @@ "desc": "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. \n\n**Enlarge.** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. \n\n**Reduce.** The target's size is halved in all dimensions, and its weight is reduced to one-­eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3179,7 +3081,6 @@ "desc": "Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.", "document": "srd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -3211,7 +3112,6 @@ "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.", "document": "srd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3243,7 +3143,6 @@ "desc": "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "document": "srd", "level": 7, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.", "target_type": "area", @@ -3275,7 +3174,6 @@ "desc": "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.", "document": "srd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3307,7 +3205,6 @@ "desc": "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.\n\n**Asleep.** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\n\n**Panicked.** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends\n\n **Sickened.** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.", "document": "srd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3339,7 +3236,6 @@ "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.", "document": "srd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -3371,7 +3267,6 @@ "desc": "Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.", "document": "srd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -3403,7 +3298,6 @@ "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.", "document": "srd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3435,7 +3329,6 @@ "desc": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.", "document": "srd", "level": 1, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.", "target_type": "point", @@ -3467,7 +3360,6 @@ "desc": "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.", "document": "srd", "level": 3, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3499,7 +3391,6 @@ "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.", "document": "srd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3531,7 +3422,6 @@ "desc": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.", "document": "srd", "level": 8, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3565,7 +3455,6 @@ "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.", "document": "srd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -3597,7 +3486,6 @@ "desc": "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.", "document": "srd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -3629,7 +3517,6 @@ "desc": "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.", "document": "srd", "level": 6, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3661,7 +3548,6 @@ "desc": "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.", "document": "srd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "area", @@ -3693,7 +3579,6 @@ "desc": "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.", "document": "srd", "level": 7, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3727,7 +3612,6 @@ "desc": "You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.", "document": "srd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "target_type": "creature", @@ -3761,7 +3645,6 @@ "desc": "Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear. The flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model.", "document": "srd", "level": 4, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3793,7 +3676,6 @@ "desc": "A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.", "document": "srd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -3827,7 +3709,6 @@ "desc": "A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.", "document": "srd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", @@ -3861,7 +3742,6 @@ "desc": "You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.", "target_type": "creature", @@ -3895,7 +3775,6 @@ "desc": "A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.", "target_type": "creature", @@ -3929,7 +3808,6 @@ "desc": "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "document": "srd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", @@ -3963,7 +3841,6 @@ "desc": "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.", "document": "srd", "level": 6, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -3995,7 +3872,6 @@ "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "document": "srd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -4027,7 +3903,6 @@ "desc": "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", @@ -4059,7 +3934,6 @@ "desc": "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "document": "srd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.", "target_type": "point", @@ -4091,7 +3965,6 @@ "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.", "document": "srd", "level": 6, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4126,7 +3999,6 @@ "desc": "An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.", "document": "srd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -4158,7 +4030,6 @@ "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.", "document": "srd", "level": 9, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4190,7 +4061,6 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.", "document": "srd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4222,7 +4092,6 @@ "desc": "A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.", "document": "srd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.", "target_type": "point", @@ -4256,7 +4125,6 @@ "desc": "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4288,7 +4156,6 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "document": "srd", "level": 9, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4320,7 +4187,6 @@ "desc": "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.", "document": "srd", "level": 5, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.", "target_type": "creature", @@ -4354,7 +4220,6 @@ "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.", "document": "srd", "level": 2, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4386,7 +4251,6 @@ "desc": "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.", "document": "srd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4418,7 +4282,6 @@ "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "document": "srd", "level": 8, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4450,7 +4313,6 @@ "desc": "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.", "document": "srd", "level": 6, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.", "target_type": "creature", @@ -4482,7 +4344,6 @@ "desc": "When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.\n\n**Explosive Runes.** When triggered, the glyph erupts with magical energy in a 20-­foot-­radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\n\n**Spell Glyph.** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.", "document": "srd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.", "target_type": "creature", @@ -4520,7 +4381,6 @@ "desc": "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.", "document": "srd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4552,7 +4412,6 @@ "desc": "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone.", "document": "srd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -4584,7 +4443,6 @@ "desc": "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.", "document": "srd", "level": 4, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4616,7 +4474,6 @@ "desc": "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: \n- One effect that charmed or petrified the target \n- One curse, including the target's attunement to a cursed magic item \n- Any reduction to one of the target's ability scores \n- One effect reducing the target's hit point maximum", "document": "srd", "level": 5, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4648,7 +4505,6 @@ "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "document": "srd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4682,7 +4538,6 @@ "desc": "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area.\n\n**Corridors.** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\n\n**Doors.** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall\n\n **Stairs.** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.\n\n**Other Spell Effect.** You can place your choice of one of the following magical effects within the warded area of the stronghold. \n- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. \n- Place magic mouth in two locations. \n- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. \n- Place a constant gust of wind in one corridor or room. \n- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.", "document": "srd", "level": 6, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "area", @@ -4714,7 +4569,6 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.", "document": "srd", "level": 0, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4746,7 +4600,6 @@ "desc": "A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.", "document": "srd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.", "target_type": "creature", @@ -4780,7 +4633,6 @@ "desc": "A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4812,7 +4664,6 @@ "desc": "You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects. First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect. Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.\n\n**Courage.** Affected creatures can't be frightened while in the area.\n\n**Darkness.** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area\n\n **Daylight.** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.\n\n**Energy Protection.** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing\n\n **Energy Vulnerability.** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.\n\n**Everlasting Rest.** Dead bodies interred in the area can't be turned into undead.\n\n**Extradimensional Interference.** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.\n\n**Fear.** Affected creatures are frightened while in the area.\n\n**Silence.** No sound can emanate from within the area, and no sound can reach into it.\n\n**Tongues.** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.", "document": "srd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -4844,7 +4695,6 @@ "desc": "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.", "document": "srd", "level": 4, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4876,7 +4726,6 @@ "desc": "You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.", "document": "srd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4910,7 +4759,6 @@ "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -4942,7 +4790,6 @@ "desc": "Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.", "document": "srd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.", "target_type": "creature", @@ -4974,7 +4821,6 @@ "desc": "A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.", "target_type": "creature", @@ -5006,7 +4852,6 @@ "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "object", @@ -5040,7 +4885,6 @@ "desc": "You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", "target_type": "point", @@ -5074,7 +4918,6 @@ "desc": "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.", "document": "srd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5106,7 +4949,6 @@ "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.", "document": "srd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5138,7 +4980,6 @@ "desc": "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.", "document": "srd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5170,7 +5011,6 @@ "desc": "Choose a creature you can see within range. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.", "document": "srd", "level": 5, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them.", "target_type": "creature", @@ -5202,7 +5042,6 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.", "document": "srd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.", "target_type": "creature", @@ -5234,7 +5073,6 @@ "desc": "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends.", "document": "srd", "level": 8, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5266,7 +5104,6 @@ "desc": "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.", "document": "srd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": " When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", "target_type": "creature", @@ -5298,7 +5135,6 @@ "desc": "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "document": "srd", "level": 3, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5330,7 +5166,6 @@ "desc": "A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.", "document": "srd", "level": 4, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.", "target_type": "point", @@ -5364,7 +5199,6 @@ "desc": "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.", "document": "srd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5396,7 +5230,6 @@ "desc": "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.", "document": "srd", "level": 1, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5428,7 +5261,6 @@ "desc": "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment.\n\n**Burial.** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.\n\n**Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.\n\n**Hedged Prison.** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.\n\n**Minimus Containment.** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\n\n**Slumber.** The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.\n\n**Ending the Spell.** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.", "document": "srd", "level": 9, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5460,7 +5292,6 @@ "desc": "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.", "document": "srd", "level": 8, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -5494,7 +5325,6 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.", "document": "srd", "level": 1, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", "target_type": "creature", @@ -5528,7 +5358,6 @@ "desc": "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", "document": "srd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", "target_type": "point", @@ -5562,7 +5391,6 @@ "desc": "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.", "document": "srd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5594,7 +5422,6 @@ "desc": "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.", "document": "srd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", @@ -5626,7 +5453,6 @@ "desc": "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends.", "document": "srd", "level": 6, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5658,7 +5484,6 @@ "desc": "You touch a creature. The creature's jump distance is tripled until the spell ends.", "document": "srd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5690,7 +5515,6 @@ "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5722,7 +5546,6 @@ "desc": "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"", "document": "srd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5754,7 +5577,6 @@ "desc": "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.", "document": "srd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5786,7 +5608,6 @@ "desc": "One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5818,7 +5639,6 @@ "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.", "document": "srd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5850,7 +5670,6 @@ "desc": "A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.", "document": "srd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -5884,7 +5703,6 @@ "desc": "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "document": "srd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5916,7 +5734,6 @@ "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", "document": "srd", "level": 4, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -5948,7 +5765,6 @@ "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", "document": "srd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "object", @@ -5980,7 +5796,6 @@ "desc": "You touch a creature. The target's speed increases by 10 feet until the spell ends.", "document": "srd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.", "target_type": "creature", @@ -6012,7 +5827,6 @@ "desc": "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.", "document": "srd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6044,7 +5858,6 @@ "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.", "document": "srd", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -6076,7 +5889,6 @@ "desc": "You create a 10-­--foot-­--radius, 20-­--foot-­--tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: \n- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw. \n- The creature has disadvantage on attack rolls against targets within the cylinder. \n- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.\nWhen you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.", "document": "srd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", "target_type": "point", @@ -6108,7 +5920,6 @@ "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.", "document": "srd", "level": 6, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6140,7 +5951,6 @@ "desc": "You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.", "document": "srd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.", "target_type": "creature", @@ -6172,7 +5982,6 @@ "desc": "You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "document": "srd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "object", @@ -6204,7 +6013,6 @@ "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.", "target_type": "object", @@ -6236,7 +6044,6 @@ "desc": "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.", "document": "srd", "level": 7, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6268,7 +6075,6 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", "document": "srd", "level": 3, - "school_old": "Illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.", "target_type": "object", @@ -6300,7 +6106,6 @@ "desc": "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.", "target_type": "point", @@ -6332,7 +6137,6 @@ "desc": "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.", "document": "srd", "level": 9, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6364,7 +6168,6 @@ "desc": "As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.", "target_type": "creature", @@ -6396,7 +6199,6 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.", "document": "srd", "level": 6, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.", "target_type": "creature", @@ -6428,7 +6230,6 @@ "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "document": "srd", "level": 8, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6460,7 +6261,6 @@ "desc": "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -6492,7 +6292,6 @@ "desc": "This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.", "document": "srd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -6524,7 +6323,6 @@ "desc": "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.", "document": "srd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -6556,7 +6354,6 @@ "desc": "Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", "document": "srd", "level": 9, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -6590,7 +6387,6 @@ "desc": "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.", "document": "srd", "level": 8, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6622,7 +6418,6 @@ "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", "document": "srd", "level": 0, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "object", @@ -6654,7 +6449,6 @@ "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "document": "srd", "level": 7, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "area", @@ -6686,7 +6480,6 @@ "desc": "Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates. Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates. If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more. The CA of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed. A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.", "document": "srd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6718,7 +6511,6 @@ "desc": "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.", "document": "srd", "level": 5, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6750,7 +6542,6 @@ "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.", "document": "srd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6782,7 +6573,6 @@ "desc": "You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory.", "document": "srd", "level": 5, - "school_old": "Enchantment", "school": "evocation", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).", "target_type": "creature", @@ -6814,7 +6604,6 @@ "desc": "A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.", "target_type": "point", @@ -6848,7 +6637,6 @@ "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "document": "srd", "level": 6, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -6880,7 +6668,6 @@ "desc": "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.", "document": "srd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6912,7 +6699,6 @@ "desc": "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.", "document": "srd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -6944,7 +6730,6 @@ "desc": "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "document": "srd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -6976,7 +6761,6 @@ "desc": "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target's turns before the spell ends, the target must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.", "document": "srd", "level": 4, - "school_old": "Illusion", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.", "target_type": "creature", @@ -7008,7 +6792,6 @@ "desc": "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.", "document": "srd", "level": 3, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7040,7 +6823,6 @@ "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.", "document": "srd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7072,7 +6854,6 @@ "desc": "With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.", "document": "srd", "level": 5, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.", "target_type": "creature", @@ -7104,7 +6885,6 @@ "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.", "document": "srd", "level": 7, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7136,7 +6916,6 @@ "desc": "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -7168,7 +6947,6 @@ "desc": "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.", "document": "srd", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).", "target_type": "creature", @@ -7200,7 +6978,6 @@ "desc": "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", "document": "srd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7232,7 +7009,6 @@ "desc": "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.", "document": "srd", "level": 9, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7264,7 +7040,6 @@ "desc": "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.", "document": "srd", "level": 8, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7296,7 +7071,6 @@ "desc": "Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.", "target_type": "creature", @@ -7328,7 +7102,6 @@ "desc": "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range': \n- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. \n- You instantaneously light or snuff out a candle, a torch, or a small campfire. \n- You instantaneously clean or soil an object no larger than 1 cubic foot. \n- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. \n- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. \n- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. \nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "document": "srd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -7360,7 +7133,6 @@ "desc": "Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.\n\n**1. Red.** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.\n\n**2. Orange.** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.\n\n**3. Yellow.** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**4. Green.** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.\n\n**5. Blue.** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.\n\n**6. Indigo.** On a failed save, the target is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.\n\n**7. Violet.** On a failed save, the target is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) \n\n**8. Special.** The target is struck by two rays. Roll twice more, rerolling any 8.", "document": "srd", "level": 7, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7394,7 +7166,6 @@ "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n\n**1. Red.** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n\n**2. Orange.** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n\n**3. Yellow.** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n\n**4. Green.** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n\n**5. Blue.** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n\n**6. Indigo.** On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n\n**7. Violet.** On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", "document": "srd", "level": 9, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7428,7 +7199,6 @@ "desc": "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: \n- Sound can't pass through the barrier at the edge of the warded area. \n- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. \n- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. \n- Creatures in the area can't be targeted by divination spells. \n- Nothing can teleport into or out of the warded area. \n- Planar travel is blocked within the warded area. \nCasting this spell on the same spot every day for a year makes this effect permanent.", "document": "srd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.", "target_type": "area", @@ -7460,7 +7230,6 @@ "desc": "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.", "document": "srd", "level": 0, - "school_old": "Conjuration", "school": "evocation", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -7494,7 +7263,6 @@ "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "document": "srd", "level": 6, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "object", @@ -7526,7 +7294,6 @@ "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "document": "srd", "level": 7, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7558,7 +7325,6 @@ "desc": "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", "document": "srd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7590,7 +7356,6 @@ "desc": "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", "document": "srd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7622,7 +7387,6 @@ "desc": "You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.", "document": "srd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7654,7 +7418,6 @@ "desc": "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.", "document": "srd", "level": 1, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -7686,7 +7449,6 @@ "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", "document": "srd", "level": 5, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7718,7 +7480,6 @@ "desc": "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.", "document": "srd", "level": 2, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7750,7 +7511,6 @@ "desc": "A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.", "document": "srd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -7784,7 +7544,6 @@ "desc": "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.", "document": "srd", "level": 7, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7816,7 +7575,6 @@ "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n**01-04** Dragonborn **05-13** Dwarf, hill **14-21** Dwarf, mountain **22-25** Elf, dark **26-34** Elf, high **35-42** Elf, wood **43-46** Gnome, forest **47-52** Gnome, rock **53-56** Half-elf **57-60** Half-orc **61-68** Halfling, lightfoot **69-76** Halfling, stout **77-96** Human **97-00** Tiefling \nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", "document": "srd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7848,7 +7606,6 @@ "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.", "document": "srd", "level": 3, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7880,7 +7637,6 @@ "desc": "A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.", "document": "srd", "level": 4, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7912,7 +7668,6 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.", "document": "srd", "level": 0, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7944,7 +7699,6 @@ "desc": "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.", "document": "srd", "level": 7, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -7976,7 +7730,6 @@ "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.", "document": "srd", "level": 7, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -8008,7 +7761,6 @@ "desc": "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.", "document": "srd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8040,7 +7792,6 @@ "desc": "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8072,7 +7823,6 @@ "desc": "Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.", "document": "srd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -8104,7 +7854,6 @@ "desc": "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.", "document": "srd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8136,7 +7885,6 @@ "desc": "You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.", "target_type": "creature", @@ -8170,7 +7918,6 @@ "desc": "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\n**Knowledge & Save Modifier** Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 **Connection & Save Modifier** Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 \nOn a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.", "document": "srd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8202,7 +7949,6 @@ "desc": "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.", "document": "srd", "level": 4, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -8234,7 +7980,6 @@ "desc": "For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal. The ethereal objects and creatures appear ghostly translucent.", "document": "srd", "level": 2, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8266,7 +8011,6 @@ "desc": "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", "document": "srd", "level": 5, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8298,7 +8042,6 @@ "desc": "You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.", "document": "srd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8330,7 +8073,6 @@ "desc": "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.", "document": "srd", "level": 7, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8362,7 +8104,6 @@ "desc": "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.", "document": "srd", "level": 9, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8394,7 +8135,6 @@ "desc": "A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-­--foot-­--radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone,crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "point", @@ -8428,7 +8168,6 @@ "desc": "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.", "document": "srd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8460,7 +8199,6 @@ "desc": "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "document": "srd", "level": 1, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8492,7 +8230,6 @@ "desc": "The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.", "document": "srd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -8524,7 +8261,6 @@ "desc": "Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.", "document": "srd", "level": 0, - "school_old": "Evocation", "school": "evocation", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", @@ -8558,7 +8294,6 @@ "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.", "document": "srd", "level": 2, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "point", @@ -8590,7 +8325,6 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "document": "srd", "level": 1, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "object", @@ -8622,7 +8356,6 @@ "desc": "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.", "document": "srd", "level": 7, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8654,7 +8387,6 @@ "desc": "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.", "document": "srd", "level": 1, - "school_old": "Enchantment", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.", "target_type": "creature", @@ -8686,7 +8418,6 @@ "desc": "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.", "document": "srd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -8718,7 +8449,6 @@ "desc": "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8750,7 +8480,6 @@ "desc": "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", "document": "srd", "level": 0, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8782,7 +8511,6 @@ "desc": "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.", "document": "srd", "level": 1, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8814,7 +8542,6 @@ "desc": "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "document": "srd", "level": 3, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8846,7 +8573,6 @@ "desc": "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -8878,7 +8604,6 @@ "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -8910,7 +8635,6 @@ "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The development of land is camouflaged to look natural. Any creature that does not see the area when the spell is spell casts must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", "document": "srd", "level": 2, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -8944,7 +8668,6 @@ "desc": "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.", "document": "srd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", @@ -8978,7 +8701,6 @@ "desc": "You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.", "document": "srd", "level": 2, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.", "target_type": "creature", @@ -9010,7 +8732,6 @@ "desc": "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", "document": "srd", "level": 3, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9042,7 +8763,6 @@ "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "document": "srd", "level": 4, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "object", @@ -9074,7 +8794,6 @@ "desc": "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.", "document": "srd", "level": 4, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9106,7 +8825,6 @@ "desc": "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.\n\n**Round 2.** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\n\n**Round 3.** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**Round 4.** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\n\n**Round 5-10.** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.", "document": "srd", "level": 9, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9140,7 +8858,6 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.", "document": "srd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9172,7 +8889,6 @@ "desc": "A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. You can create a new line of radiance as your action on any turn until the spell ends. For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.", "document": "srd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9206,7 +8922,6 @@ "desc": "Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.", "document": "srd", "level": 8, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9240,7 +8955,6 @@ "desc": "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\n\n**Death.** Each target must make a constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save\n\n **Discord.** Each target must make a constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\n\n**Fear.** Each target must make a wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\n\n**Hopelessness.** Each target must make a charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\n\n**Insanity.** Each target must make an intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\n\n**Pain.** Each target must make a constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\n\n**Sleep.** Each target must make a wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\n\n**Stunning.** Each target must make a wisdom saving throw and becomes stunned for 1 minute on a failed save.", "document": "srd", "level": 7, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "object", @@ -9272,7 +8986,6 @@ "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\n**Creature.** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\n\n**Object.** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "document": "srd", "level": 5, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9304,7 +9017,6 @@ "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.", "document": "srd", "level": 5, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9336,7 +9048,6 @@ "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\n**Familiarity.** \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. \"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\n\n**On Target.** You and your group (or the target object) appear where you want to.\n\n**Off Target.** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\n\n**Similar Area.** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\n\n**Mishap.** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", "document": "srd", "level": 7, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9370,7 +9081,6 @@ "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", "document": "srd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9402,7 +9112,6 @@ "desc": "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. \n- Your voice booms up to three times as loud as normal for 1 minute. \n- You cause flames to flicker, brighten, dim, or change color for 1 minute. \n- You cause harmless tremors in the ground for 1 minute. \n- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. \n- You instantaneously cause an unlocked door or window to fly open or slam shut. \n- You alter the appearance of your eyes for 1 minute. \nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.", "document": "srd", "level": 0, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9434,7 +9143,6 @@ "desc": "A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.", "document": "srd", "level": 1, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", @@ -9468,7 +9176,6 @@ "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "document": "srd", "level": 9, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9500,7 +9207,6 @@ "desc": "A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.", "document": "srd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "area", @@ -9532,7 +9238,6 @@ "desc": "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.", "document": "srd", "level": 3, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9564,7 +9269,6 @@ "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "document": "srd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9596,7 +9300,6 @@ "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.", "document": "srd", "level": 5, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9628,7 +9331,6 @@ "desc": "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\n**Creature into Creature.** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\n\n**Object into Creature.** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n\n **Creature into Object.** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.", "document": "srd", "level": 9, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9660,7 +9362,6 @@ "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "document": "srd", "level": 9, - "school_old": "Necromancy", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9692,7 +9393,6 @@ "desc": "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.", "document": "srd", "level": 6, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -9724,7 +9424,6 @@ "desc": "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.", "document": "srd", "level": 0, - "school_old": "Divination", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9756,7 +9455,6 @@ "desc": "This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wind. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "document": "srd", "level": 1, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9788,7 +9486,6 @@ "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.", "document": "srd", "level": 3, - "school_old": "Necromancy", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", @@ -9822,7 +9519,6 @@ "desc": "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.", "document": "srd", "level": 0, - "school_old": "Enchantment", "school": "evocation", "higher_level": "This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "creature", @@ -9854,7 +9550,6 @@ "desc": "You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet o f that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side o f the wall deals no damage. The other side of the wall deals no damage.", "document": "srd", "level": 4, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a level spell slot 5 or more, the damage of the spell increases by 1d8 for each level of higher spell slot to 4.", "target_type": "creature", @@ -9888,7 +9583,6 @@ "desc": "An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.", "document": "srd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9920,7 +9614,6 @@ "desc": "You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school_old": "Evocation", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.", "target_type": "creature", @@ -9954,7 +9647,6 @@ "desc": "A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.", "document": "srd", "level": 5, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -9986,7 +9678,6 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.", "target_type": "creature", @@ -10020,7 +9711,6 @@ "desc": "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.", "document": "srd", "level": 2, - "school_old": "Abjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10052,7 +9742,6 @@ "desc": "This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10084,7 +9773,6 @@ "desc": "This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", "document": "srd", "level": 3, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10116,7 +9804,6 @@ "desc": "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "document": "srd", "level": 2, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "point", @@ -10148,7 +9835,6 @@ "desc": "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.", "document": "srd", "level": 9, - "school_old": "Illusion", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10180,7 +9866,6 @@ "desc": "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.", "document": "srd", "level": 6, - "school_old": "Transmutation", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10212,7 +9897,6 @@ "desc": "A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.", "document": "srd", "level": 3, - "school_old": "Evocation", "school": "evocation", "higher_level": "", "target_type": "point", @@ -10246,7 +9930,6 @@ "desc": "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: \n- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. \n- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. \n- You grant up to ten creatures you can see resistance to a damage type you choose. \n- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. \n- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. \nYou might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.", "document": "srd", "level": 9, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10278,7 +9961,6 @@ "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.", "document": "srd", "level": 6, - "school_old": "Conjuration", "school": "evocation", "higher_level": "", "target_type": "creature", @@ -10310,7 +9992,6 @@ "desc": "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.", "document": "srd", "level": 2, - "school_old": "Enchantment", "school": "evocation", "higher_level": "", "target_type": "point", From 04d309bd6d7e8f1b7ce11f14b3e6d2db59e9078f Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 08:10:17 -0500 Subject: [PATCH 34/36] Fixing import. --- api_v2/models/enums.py | 10 ---------- api_v2/models/spell.py | 2 +- 2 files changed, 1 insertion(+), 11 deletions(-) diff --git a/api_v2/models/enums.py b/api_v2/models/enums.py index a75219b1..1ea01b11 100644 --- a/api_v2/models/enums.py +++ b/api_v2/models/enums.py @@ -162,16 +162,6 @@ ('8hours',"8 Hours"), ] -SPELL_SCHOOL_CHOICES = [ - ('abjuration','Abjuration'), - ('conjuration','Conjuration'), - ('divination','Divination'), - ('enchantment','Enchantment'), - ('evocation','Evocation'), - ('illusion','Illusion'), - ('necromancy','Necromancy'), - ('transmutation','Transmutaion'), -] CASTING_OPTION_TYPES = [ ('default',"Default"), diff --git a/api_v2/models/spell.py b/api_v2/models/spell.py index 827cf664..297685c1 100644 --- a/api_v2/models/spell.py +++ b/api_v2/models/spell.py @@ -10,7 +10,7 @@ from .document import FromDocument -from .enums import SPELL_SCHOOL_CHOICES, SPELL_TARGET_TYPE_CHOICES +from .enums import SPELL_TARGET_TYPE_CHOICES from .enums import SPELL_TARGET_RANGE_CHOICES, SPELL_CASTING_TIME_CHOICES from .enums import SPELL_EFFECT_SHAPE_CHOICES, SPELL_EFFECT_DURATIONS from .enums import CASTING_OPTION_TYPES From 0b5cacf1aba9acd527a225fb11055b59dfa44b0a Mon Sep 17 00:00:00 2001 From: August Johnson Date: Fri, 15 Mar 2024 09:19:19 -0500 Subject: [PATCH 35/36] Exposed enums. --- api_v2/views/__init__.py | 4 +++- api_v2/views/enum.py | 17 +++++++++++++++++ server/urls.py | 3 ++- 3 files changed, 22 insertions(+), 2 deletions(-) create mode 100644 api_v2/views/enum.py diff --git a/api_v2/views/__init__.py b/api_v2/views/__init__.py index 7ea611c6..5e9ce1aa 100644 --- a/api_v2/views/__init__.py +++ b/api_v2/views/__init__.py @@ -33,4 +33,6 @@ from .characterclass import CharacterClassViewSet -from .size import SizeViewSet \ No newline at end of file +from .size import SizeViewSet + +from .enum import get_enums diff --git a/api_v2/views/enum.py b/api_v2/views/enum.py new file mode 100644 index 00000000..707a7cf4 --- /dev/null +++ b/api_v2/views/enum.py @@ -0,0 +1,17 @@ +from rest_framework.decorators import api_view +from rest_framework.response import Response + +from api_v2.models import enums + + +@api_view() +def get_enums(_): + """ + API endpoint for enums. + """ + e = [] + for key,value in enums.__dict__.items(): + if not key.startswith("__"): + e.append({key:value}) + + return Response(e) diff --git a/server/urls.py b/server/urls.py index e28d7bda..e3b11200 100644 --- a/server/urls.py +++ b/server/urls.py @@ -74,7 +74,7 @@ router_v2.register(r'classes',views_v2.CharacterClassViewSet) router_v2.register(r'sizes',views_v2.SizeViewSet) router_v2.register(r'itemrarities',views_v2.ItemRarityViewSet) - + # Wire up our API using automatic URL routing. # Additionally, we include login URLs for the browsable API. urlpatterns = [ @@ -82,6 +82,7 @@ #url(r'^api-auth/', include('rest_framework.urls', namespace='rest_framework')), re_path(r'^search/', include('haystack.urls')), re_path(r'^version/', views.get_version, name="version"), + re_path(r'^v2/enums/', views_v2.get_enums, name="enums"), # Versioned API routes (above routes default to v1) From 215c996a7810b0b4588280675bcea8bdad298ce1 Mon Sep 17 00:00:00 2001 From: August Johnson Date: Tue, 19 Mar 2024 12:28:13 -0500 Subject: [PATCH 36/36] Fixing spell school marked incorrectly. --- data/v2/en-publishing/a5esrd/Spell.json | 596 ++++++------ data/v2/en-publishing/a5esrd/SpellSchool.json | 11 + data/v2/kobold-press/deep-magic/Spell.json | 864 +++++++++--------- data/v2/kobold-press/dmag-e/Spell.json | 110 +-- data/v2/kobold-press/kp/Spell.json | 60 +- data/v2/kobold-press/toh/Spell.json | 150 +-- data/v2/kobold-press/warlock/Spell.json | 74 +- data/v2/open5e/o5e/Spell.json | 4 +- data/v2/wizards-of-the-coast/srd/Spell.json | 518 +++++------ scripts/data_manipulation/remapschool.py | 16 +- 10 files changed, 1208 insertions(+), 1195 deletions(-) create mode 100644 data/v2/en-publishing/a5esrd/SpellSchool.json diff --git a/data/v2/en-publishing/a5esrd/Spell.json b/data/v2/en-publishing/a5esrd/Spell.json index 98c9ade1..5c01efc7 100644 --- a/data/v2/en-publishing/a5esrd/Spell.json +++ b/data/v2/en-publishing/a5esrd/Spell.json @@ -7,7 +7,7 @@ "desc": "You play a complex and quick up-tempo piece that gradually gets faster and more complex, instilling the targets with its speed. You cannot cast another spell through your spellcasting focus while concentrating on this spell.\n\nUntil the spell ends, targets gain cumulative benefits the longer you maintain concentration on this spell (including the turn you cast it).\n\n* **1 Round:** Double Speed.\n* **2 Rounds:** +2 bonus to AC.\n* **3 Rounds:** Advantage on Dexterity saving throws.\n* **4 Rounds:** An additional action each turn. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.\n\nWhen the spell ends, a target can't move or take actions until after its next turn as the impact of their frenetic speed catches up to it.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "You may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.", "target_type": "object", "range": "30 feet", @@ -71,7 +71,7 @@ "desc": "A stinking bubble of acid is conjured out of thin air to fly at the targets, dealing 1d6 acid damage.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -102,7 +102,7 @@ "desc": "You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "The granted hit points increase by an additional 5 for each slot level above 2nd.", "target_type": "point", "range": "60 feet", @@ -133,7 +133,7 @@ "desc": "Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand, your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding, your attack deals slashing damage.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "The spell's range increases by 30 feet for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -164,7 +164,7 @@ "desc": "You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don't set off the alarm.\n\nChoose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping. An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "You may create an additional alarm for each slot level above 1st. The spell's range increases to 600 feet, but you must be familiar with the locations you ward, and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms.\n\nYou may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell's casting.\n\nIncreased Duration. The spell's duration increases to 24 hours.\n\nImproved Audible Alarm. The audible alarm produces any sound you choose and can be heard up to 300 feet away.\n\nImproved Mental Alarm. The mental alarm alerts you regardless of your location, even if you and the alarm are on different planes of existence.", "target_type": "creature", "range": "60 feet", @@ -195,7 +195,7 @@ "desc": "You use magic to mold yourself into a new form. Choose one of the options below. Until the spell ends, you can use an action to choose a different option.\n\n* **Amphibian:** Your body takes on aquatic adaptations. You can breathe underwater normally and gain a swimming speed equal to your base Speed.\n* **Altered State:** You decide what you look like. \n \nNone of your gameplay statistics change but you can alter anything about your body's appearance, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, sound of your voice, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot become a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to become a quadruped. Until the spell ends, you can use an action to change your appearance.\n* **Red in Tooth and Claw:** You grow magical natural weapons of your choice with a +1 bonus to attack and damage. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage of a type determined by the natural weapon you chose; for example a tentacle deals bludgeoning, a horn deals piercing, and claws deal slashing.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a spell slot of 5th-level, add the following to the list of forms you can adopt.\n\n* **Greater Natural Weapons:** The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.\n* **Mask of the Grave:** You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don't need to breathe and you become immune to poison.\n* **Wings:** A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon's wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.", "target_type": "creature", "range": "Self", @@ -226,7 +226,7 @@ "desc": "You briefly transform your weapon or fist into another material and strike with it, making a melee weapon attack against a target within your reach.\n\nYou use your spellcasting ability for your attack and damage rolls, and your melee weapon attack counts as if it were made with a different material for the purpose of overcoming resistance and immunity to nonmagical attacks and damage: either bone, bronze, cold iron, steel, stone, or wood.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "When you reach 5th level, you can choose silver or mithral as the material. When you reach 11th level, if you have the Extra Attack feature you make two melee weapon attacks as part of the casting of this spell instead of one. In addition, you can choose adamantine as the material.\n\nWhen you reach 17th level, your attacks with this spell deal an extra 1d6 damage.", "target_type": "creature", "range": "Self", @@ -290,7 +290,7 @@ "desc": "You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett. Until the spell ends or one of your companions harms it (whichever is sooner), the target is charmed by you.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "Choose one additional target for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -321,7 +321,7 @@ "desc": "You call a Tiny beast to you, whisper a message to it, and then give it directions to the message's recipient. It is now your messenger.\n\nSpecify a location you have previously visited and a recipient who matches a general description, such as \"a person wearing a pointed red hat in Barter Town\" or \"a half-orc in a wheelchair at the Striped Lion Inn.\" Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.\n\nWhen the messenger arrives, it delivers your message to the first creature matching your description, replicating the sound of your voice exactly. If the messenger can't find the recipient or reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "The duration of the spell increases by 48 hours for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -352,7 +352,7 @@ "desc": "You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.\n\nOn subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.\n\nUntil the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points) are replaced by the statistics of the chosen beast excepting its Intelligence, Wisdom, and Charisma scores. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effect on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -383,7 +383,7 @@ "desc": "You animate a mortal's remains to become your undead servant.\n\nIf the spell is cast upon bones you create a skeleton, and if cast upon a corpse you choose to create a skeleton or a zombie. The Narrator has the undead's statistics.\n\nWhile it is within 60 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.\n\nThe undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours.\n\nCasting the spell in this way reasserts control over up to 4 of your previously-animated undead instead of animating a new one.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).", "target_type": "area", "range": "Touch", @@ -414,7 +414,7 @@ "desc": "Objects come to life at your command just like you dreamt of when you were an apprentice! Choose up to 6 unattended nonmagical Small or Tiny objects. You may also choose larger objects; treat Medium objects as 2 objects, Large objects as 3 objects, and Huge objects as 6 objects. You can't animate objects larger than Huge.\n\nUntil the spell ends or a target is reduced to 0 hit points, you animate the targets and turn them into constructs under your control.\n\nEach construct has Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1, as well as a flying speed of 30 feet and the ability to hover (if securely fastened to something larger, it has a Speed of 0), and blindsight to a range of 30 feet (blind beyond that distance). Otherwise a construct's statistics are determined by its size.\n\nIf you animate 4 or more Small or Tiny objects, instead of controlling each construct individually they function as a construct swarm. Add together all swarm's total hit points. Attacks against a construct swarm deal half damage. The construct swarm reverts to individual constructs when it is reduced to 15 hit points or less.\n\nYou can use a bonus action to mentally command any construct made with this spell while it is within 500 feet. When you command multiple constructs using this spell, you may simultaneously give them all the same command. You decide the action the construct takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. Without commands the construct only defends itself. The construct continues to follow a command until its task is complete.\n\nWhen you command a construct to attack, it makes a single slam melee attack against a creature within 5 feet of it. On a hit the construct deals bludgeoning, piercing, or slashing damage appropriate to its shape.\n\nWhen the construct drops to 0 hit points, any excess damage carries over to its normal object form.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "You can animate 2 additional Small or Tiny objects for each slot level above 5th.", "target_type": "object", "range": "120 feet", @@ -445,7 +445,7 @@ "desc": "A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.\n\nThe barrier does not prevent spells or attacks with ranged or reach weapons from passing through the barrier.\n\nThe spell ends if you move so that a Tiny or larger living creature is forced to pass through the barrier.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -476,7 +476,7 @@ "desc": "An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator's discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere's effects.\n\n* **Area Suppression:** When a magical effect protrudes into the sphere, that part of the effect's area is suppressed. For example, the ice created by a wall of ice is suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n* **Creatures and Objects:** While within the sphere, any creatures or objects created or conjured by magic temporarily wink out of existence, reappearing immediately once the space they occupied is no longer within the sphere.\n* **Dispel Magic:** The sphere is immune to dispel magic and similar magical effects, including other antimagic field spells.\n* **Magic Items:** While within the sphere, magic items function as if they were mundane objects. Magic weapons and ammunition cease to be suppressed when they fully leave the sphere.\n* **Magical Travel:** Whether the sphere includes a destination or departure point, any planar travel or teleportation within it automatically fails. Until the spell ends or the sphere moves, magical portals and extradimensional spaces (such as that created by a bag of holding) within the sphere are closed.\n* **Spells:** Any spell cast within the sphere or at a target within the sphere is suppressed and the spell slot is consumed. Active spells and magical effects are also suppressed within the sphere. If a spell or magical effect has a duration, time spent suppressed counts against it.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -507,7 +507,7 @@ "desc": "You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires.\n\nThe target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell's effects for 1 minute.\n\n* **Antipathy:** When a designated creature can see the target or comes within 60 feet of it, the creature makes a Wisdom saving throw or becomes frightened. While frightened the creature must use its movement to move away from the target to the nearest safe spot from which it can no longer see the target. If the creature moves more than 60 feet from the target and can no longer see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n* **Sympathy:** When a designated creature can see the target or comes within 60 feet of it, the creature must succeed on a Wisdom saving throw. On a failure, the creature uses its movement on each of its turns to enter the area or move within reach of the target, and is unwilling to move away from the target. \nIf the target damages or otherwise harms an affected creature, the affected creature can make a Wisdom saving throw to end the effect. An affected creature can also make a saving throw once every 24 hours while within the area of the spell, and whenever it ends its turn more than 60 feet from the target and is unable to see the target.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -538,7 +538,7 @@ "desc": "Until the spell ends, you create an invisible, floating magical eye that hovers in the air and sends you visual information. The eye has normal vision, darkvision to a range of 30 feet, and it can look in every direction.\n\nYou can use an action to move the eye up to 30 feet in any direction as long as it remains on the same plane of existence. The eye can pass through openings as small as 1 inch across but otherwise its movement is blocked by solid barriers.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -600,7 +600,7 @@ "desc": "The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively, you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target. The spell can also be suppressed for 10 minutes by casting _knock_ on the target. Otherwise, the target cannot be opened normally and it is more difficult to break or force open, increasing the DC to break it or pick any locks on it by 10 (minimum DC 20).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "Increase the DC to force open the object or pick any locks on the object by an additional 2 for each slot level above 2nd. Only a knock spell cast at a slot level equal to or greater than your arcane lock suppresses it.", "target_type": "creature", "range": "Touch", @@ -631,7 +631,7 @@ "desc": "Your muscles swell with arcane power. They're too clumsy to effectively wield weapons but certainly strong enough for a powerful punch. Until the spell ends, you can choose to use your spellcasting ability score for Athletics checks, and for the attack and damage rolls of unarmed strikes. In addition, your unarmed strikes deal 1d6 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -731,7 +731,7 @@ "desc": "You craft an illusion to deceive others about the target's true magical properties.\n\nChoose one or both of the following effects. When cast upon the same target with the same effect for 30 successive days, it lasts until it is dispelled.\n\n* **False Aura:** A magical target appears nonmagical, a nonmagical target appears magical, or you change a target's magical aura so that it appears to belong to a school of magic of your choosing. Additionally, you can choose to make the false magic apparent to any creature that handles the item.\n* **Masking Effect:** Choose a creature type. Spells and magical effects that detect creature types (such as a herald's Divine Sense or the trigger of a symbol spell) treat the target as if it were a creature of that type. Additionally, you can choose to mask the target's alignment trait (if it has one).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "When cast using a 6th-level spell slot or higher the effects last until dispelled with a bonus action.", "target_type": "creature", "range": "Touch", @@ -762,7 +762,7 @@ "desc": "You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage. You may use your Strength or Dexterity for attack and damage rolls with unarmed strikes, and treat your unarmed strikes as weapons with the finesse property. You gain an additional action on your turn, which may only be used to make a melee attack with your unarmed strike. If you are hit by a silvered weapon, you have disadvantage on your Constitution saving throw to maintain concentration.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -793,7 +793,7 @@ "desc": "Until the spell ends, the targets leave their material bodies (unconscious and in a state of suspended animation, not aging or requiring food or air) and project astral forms that resemble their mortal forms in nearly all ways, keeping their game statistics and possessions.\n\nWhile in this astral form you trail a tether, a silvery-white cord that sprouts from between your shoulder blades and fades into immateriality a foot behind you. As long as the tether remains intact you can find your way back to your material body. When it is cut—which requires an effect specifically stating that it cuts your tether —your soul and body are separated and you immediately die. Damage against and other effects on your astral form have no effect on your material body either during this spell or after its duration ends. Your astral form travels freely through the Astral Plane and can pass through interplanar portals on the Astral Plane leading to any other plane. When you enter a new plane or return to the plane you were on when casting this spell, your material body and possessions are transported along the tether, allowing you to return fully intact with all your gear as you enter the new plane.\n\nThe spell ends for all targets when you use an action to dismiss it, for an individual target when a successful dispel magic is cast upon its astral form or material body, or when either its material body or its astral form drops to 0 hit points. When the spell ends for a target and the tether is intact, the tether pulls the target's astral form back to its material body, ending the suspended animation.\n\nIf the spell ends for you prematurely, other targets remain in their astral forms and must find their own way back to their bodies (usually by dropping to 0 hit points).", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "Touch", @@ -824,7 +824,7 @@ "desc": "With the aid of a divining tool, you receive an omen from beyond the Material Plane about the results of a specific course of action that you intend to take within the next 30 minutes. The Narrator chooses from the following:\n\n* Fortunate omen (good results)\n* Calamity omen (bad results)\n* Ambivalence omen (both good and bad results)\n* No omen (results that aren't especially good or bad)\n\nThis omen does not account for possible circumstances that could change the outcome, such as making additional preparations.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -855,7 +855,7 @@ "desc": "You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human. The Narrator assigns awakened plant statistics (such as an awakened shrub or awakened tree).\n\nThe target is charmed by you for 30 days or until you or your companions harm it. Depending on how you treated the target while it was charmed, when the condition ends the awakened creature may choose to remain friendly to you.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "Target an additional creature for each slot level above 5th. Each target requires its own material component.", "target_type": "creature", "range": "Touch", @@ -886,7 +886,7 @@ "desc": "The senses of the targets are filled with phantom energies that make them more vulnerable and less capable. Until the spell ends, a d4 is subtracted from attack rolls and saving throws made by a target.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "You target an additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -917,7 +917,7 @@ "desc": "You employ sheer force of will to make reality question the existence of a nearby creature, causing them to warp visibly in front of you.\n\nUntil the spell ends, a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.\n\nAt the end of each of its turns, a banished creature can repeat the saving throw with a -1 penalty for each round it has spent banished, returning on a success. If the spell ends before its maximum duration, the target reappears in the space it left (or the nearest unoccupied space) but otherwise a target native to a different plane doesn't return.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "The duration of banishment increases by 1 round for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -948,7 +948,7 @@ "desc": "The target's skin takes on the texture and appearance of bark, increasing its AC to 16 (unless its AC is already higher).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The target's AC increases by +1 for every two slot levels above 2nd.", "target_type": "creature", "range": "Touch", @@ -979,7 +979,7 @@ "desc": "You fill your allies with a thirst for glory and battle using your triumphant rallying cry. Expend and roll a Bardic Inspiration die to determine the number of rounds you can maintain concentration on this spell (minimum 1 round). Each target gains a bonus to attack and damage rolls equal to the number of rounds you have maintained concentration on this spell (maximum +4).\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "You can maintain concentration on this spell for an additional round for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -1010,7 +1010,7 @@ "desc": "The targets are filled with hope and vitality.\n\nUntil the spell ends, each target gains advantage on Wisdom saving throws and death saving throws, and when a target receives healing it regains the maximum number of hit points possible.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -1041,7 +1041,7 @@ "desc": "Choose one of the following:\n\n* Select one ability score; the target has disadvantage on ability checks and saving throws using that ability score.\n* The target makes attack rolls against you with disadvantage.\n* Each turn, the target loses its action unless it succeeds a Wisdom saving throw at the start of its turn.\n* Your attacks and spells deal an additional 1d8 necrotic damage against the target.\n\nA curse lasts until the spell ends. At the Narrator's discretion you may create a different curse effect with this spell so long as it is weaker than the options above.\n\nA _remove curse_ spell ends the effect if the spell slot used to cast it is equal to or greater than the spell slot used to cast _bestow curse_.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When using a 4th-level spell slot the duration increases to 10 minutes. When using a 5th-level spell slot the duration increases to 8 hours and it no longer requires your concentration. When using a 7th-level spell slot the duration is 24 hours.", "target_type": "creature", "range": "Touch", @@ -1072,7 +1072,7 @@ "desc": "Writhing black tentacles fill the ground within the area turning it into difficult terrain. When a creature starts its turn in the area or enters the area for the first time on its turn, it takes 3d6 bludgeoning damage and is restrained by the tentacles unless it succeeds on a Dexterity saving throw. A creature that starts its turn restrained by the tentacles takes 3d6 bludgeoning damage.\n\nA restrained creature can use its action to make an Acrobatics or Athletics check against the spell save DC, freeing itself on a success.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d6 for every 2 slot levels above 4th.", "target_type": "area", "range": "60 feet", @@ -1136,7 +1136,7 @@ "desc": "The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "You target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -1167,7 +1167,7 @@ "desc": "Necrotic energies drain moisture and vitality from the target, dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.\n\nA plant creature or magical plant has disadvantage on its saving throw and takes the maximum damage possible from this spell. A nonmagical plant that isn't a creature receives no saving throw and instead withers until dead.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -1198,7 +1198,7 @@ "desc": "Until the spell ends, the target is blinded or deafened (your choice). At the end of each of its turns the target can repeat its saving throw, ending the spell on a success.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "You target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -1229,7 +1229,7 @@ "desc": "Until the spell ends, roll 1d20 at the end of each of your turns. When you roll an 11 or higher you disappear and reappear in the Ethereal Plane (if you are already on the Ethereal Plane, the spell fails and the spell slot is wasted). At the start of your next turn you return to an unoccupied space that you can see within 10 feet of where you disappeared from. If no unoccupied space is available within range, you reappear in the nearest unoccupied space (determined randomly when there are multiple nearest choices). As an action, you can dismiss this spell.\n\nWhile on the Ethereal Plane, you can see and hear into the plane you were originally on out to a range of 60 feet, but everything is obscured by mist and in shades of gray. You can only target and be targeted by other creatures on the Ethereal Plane.\n\nCreatures on your original plane cannot perceive or interact with you, unless they are able to interact with the Ethereal Plane.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1260,7 +1260,7 @@ "desc": "This spell creates a pact which is enforced by celestial or fiendish forces. You and another willing creature commit to a mutual agreement, clearly declaring your parts of the agreement during the casting.\n\nUntil the spell ends, if for any reason either participant breaks the agreement or fails to uphold their part of the bargain, beings of celestial or fiendish origin appear within unoccupied spaces as close as possible to the participant who broke the bargain. The beings are hostile to the deal-breaking participant and attempt to kill them, as well as any creatures that defend them. When the dealbreaking participant is killed, or the spell's duration ends, the beings disappear in a flash of smoke.\n\nThe spellcaster chooses whether the beings are celestial or fiendish while casting the spell, and the Narrator chooses the exact creatures summoned (such as a couatl or 5 imps). There may be any number of beings, but their combined Challenge Rating can't exceed 5.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The combined Challenge Rating of summoned beings increases by 2 and the duration increases by 13 days for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -1291,7 +1291,7 @@ "desc": "Until the spell ends, you are shrouded in distortion and your image is blurred. Creatures make attack rolls against you with disadvantage unless they have senses that allow them to perceive without sight or to see through illusions (like blindsight or truesight).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "You may target an additional willing creature you can see within range for each slot level above 2nd. Whenever an affected creature other than you is hit by an attack, the spell ends for that creature. When using a higher level spell slot, increase the spell's range to 30 feet.", "target_type": "creature", "range": "Self", @@ -1355,7 +1355,7 @@ "desc": "You instantly know the answer to any mathematical equation that you speak aloud. The equation must be a problem that a creature with Intelligence 20 could solve using nonmagical tools with 1 hour of calculation. Additionally, you gain an expertise die on Engineering checks made during the duration of the spell.\n\nNote: Using the _calculate_ cantrip allows a player to make use of a calculator at the table in order to rapidly answer mathematical equations.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1386,7 +1386,7 @@ "desc": "You surround yourself with a dampening magical field and collect the energy of a foe's attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack's damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends.\n\nYou must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage, or if you already have advantage, you automatically succeed.", "target_type": "creature", "range": "Self", @@ -1417,7 +1417,7 @@ "desc": "A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).\n\nOn the round you cast it, and as an action on subsequent turns until the spell ends, you can call down a bolt of lightning to a point directly beneath the cloud. Each creature within 5 feet of the point makes a Dexterity saving throw, taking 3d10 lightning damage on a failed save or half as much on a successful one.\n\nIf you are outdoors in a storm when you cast this spell, you take control of the storm instead of creating a new cloud and the spell's damage is increased by 1d10.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d10 for each slot level above 3rd.", "target_type": "point", "range": "100 feet", @@ -1448,7 +1448,7 @@ "desc": "Strong and harmful emotions are suppressed within the area. You can choose which of the following two effects to apply to each target of this spell.\n\n* Suppress the charmed or frightened conditions, though they resume when the spell ends (time spent suppressed counts against a condition's duration).\n* Suppress hostile feelings towards creatures of your choice until the spell ends. This suppression ends if a target is attacked or sees its allies being attacked. Targets act normally when the spell ends.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell area increases by 10 feet for each slot level above 2nd.", "target_type": "area", "range": "60 feet", @@ -1541,7 +1541,7 @@ "desc": "You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.\n\nThe spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "For each slot level above 4th, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", "range": "60 feet", @@ -1572,7 +1572,7 @@ "desc": "You only require line of sight to the target (not line of effect) and it has advantage on its saving throw to resist the spell if you or your companions are fighting it. Until the spell ends, the target is charmed by you and friendly towards you.\n\nThe spell ends if you or your companions do anything harmful towards the target. The target knows it was charmed by you when the spell ends.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", "range": "30 feet", @@ -1603,7 +1603,7 @@ "desc": "You reach out with a spectral hand that carries the chill of death. Make a ranged spell attack. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. The hand remains visibly clutching onto the target for the duration. If the target you hit is undead, it makes attack rolls against you with disadvantage until the end of your next turn.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "point", "range": "120 feet", @@ -1636,7 +1636,7 @@ "desc": "A sphere of negative energy sucks life from the area.\n\nCreatures in the area take 9d6 necrotic damage.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 2d6 for each slot level above 6th.", "target_type": "area", "range": "120 feet", @@ -1667,7 +1667,7 @@ "desc": "You begin carefully regulating your breath so that you can continue playing longer or keep breathing longer in adverse conditions.\n\nUntil the spell ends, you can breathe underwater, and you can utilize bardic performances that would normally require breathable air. In addition, you have advantage on saving throws against gases and environments with adverse breathing conditions.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "The duration of this spell increases when you reach 5th level (10 minutes), 11th level (30 minutes), and 17th level (1 hour).", "target_type": "creature", "range": "Self", @@ -1698,7 +1698,7 @@ "desc": "An invisible sensor is created within the spell's range. The sensor remains there for the duration, and it cannot be targeted or attacked.\n\nChoose seeing or hearing when you cast the spell.\n\nYou may use that sense through the sensor as if you were there. As an action, you may switch which sense you are using through the sensor.\n\nA creature able to see invisible things (from the see invisibility spell or truesight, for instance) sees a 4-inch diameter glowing, ethereal orb.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "1 mile", @@ -1729,7 +1729,7 @@ "desc": "This spell grows a duplicate of the target that remains inert indefinitely as long as its vessel is sealed.\n\nThe clone grows inside the sealed vessel and matures over the course of 120 days. You can choose to have the clone be a younger version of the target.\n\nOnce the clone has matured, when the target dies its soul is transferred to the clone so long as it is free and willing. The clone is identical to the target (except perhaps in age) and has the same personality, memories, and abilities, but it is without the target's equipment. The target's original body cannot be brought back to life by magic since its soul now resides within the cloned body.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1760,7 +1760,7 @@ "desc": "You create a sphere of poisonous, sickly green fog, which can spread around corners but not change shape. The area is heavily obscured. A strong wind disperses the fog, ending the spell early.\n\nUntil the spell ends, when a creature enters the area for the first time on its turn or starts its turn there, it takes 5d8 poison damage.\n\nThe fog moves away from you 10 feet at the start of each of your turns, flowing along the ground. The fog is thicker than air, sinks to the lowest level in the land, and can even flow down openings and pits.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d8 for each slot level above 5th.", "target_type": "area", "range": "120 feet", @@ -1793,7 +1793,7 @@ "desc": "Until the spell ends, you can use an action to spit venom, making a ranged spell attack at a creature or object within 30 feet. On a hit, the venom deals 4d8 poison damage, and if the target is a creature it is poisoned until the end of its next turn.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -1824,7 +1824,7 @@ "desc": "A blast of dazzling multicolored light flashes from your hand to blind your targets until the start of your next turn. Starting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area are blinded, in ascending order according to their hit points.\n\nWhen a target is blinded, subtract its hit points from the total before moving on to the next target.\n\nA target's hit points must be equal to or less than the total remaining for the spell to have any affect.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "Add an additional 2d10 hit points for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -1855,7 +1855,7 @@ "desc": "You only require line of sight to the target (not line of effect). On its next turn the target follows a one-word command of your choosing. The spell fails if the target is undead, if it does not understand your command, or if the command is immediately harmful to it.\n\nBelow are example commands, but at the Narrator's discretion you may give any one-word command.\n\n* **Approach/Come/Here:** The target uses its action to take the Dash action and move toward you by the shortest route, ending its turn if it reaches within 5 feet of you.\n* **Bow/Grovel/Kneel:** The target falls prone and ends its turn.\n* **Drop:** The target drops anything it is holding and ends its turn.\n* **Flee/Run:** The target uses its action to Dash and moves away from you as far as it can.\n* **Halt:** The target remains where it is and takes no actions. A flying creature that cannot hover moves the minimum distance needed to remain aloft.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.", "target_type": "creature", "range": "60 feet", @@ -1886,7 +1886,7 @@ "desc": "You contact your deity, a divine proxy, or a personified source of divine power and ask up to 3 questions that could be answered with a yes or a no. You must complete your questions before the spell ends. You receive a correct answer for each question, unless the being does not know. When the being does not know, you receive \"unclear\" as an answer. The being does not try to deceive, and the Narrator may offer a short phrase as an answer if necessary.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a no answer increases.\n\nThe Narrator makes the following roll in secret: second casting —25%, third casting —50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1917,7 +1917,7 @@ "desc": "Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land.\n\nWhen cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.\n\nYou learn up to 3 facts of your choice about the surrounding area:\n\n* Terrain and bodies of water\n* Common flora, fauna, minerals, and peoples\n* Any unnatural creatures in the area\n* Weaknesses in planar boundaries\n* Built structures", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -1948,7 +1948,7 @@ "desc": "You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear, or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check, but the Narrator may use DC 15 for a language closely related to one you know, DC 25 for a language that is particularly unfamiliar or ancient, or DC 30 for a lost or dead language. This spell doesn't uncover secret messages or decode cyphers, and it does not assist in uncovering lies.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "The bonus increases by +5 for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -2012,7 +2012,7 @@ "desc": "You assault the minds of your targets, filling them with delusions and making them confused until the spell ends. On a successful saving throw, a target is rattled for 1 round. At the end of each of its turns, a confused target makes a Wisdom saving throw to end the spell's effects on it.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's area increases by 5 feet for each slot level above 4th.", "target_type": "area", "range": "120 feet", @@ -2043,7 +2043,7 @@ "desc": "You summon forth the spirit of a beast that takes the physical form of your choosing in unoccupied spaces you can see.\n\nChoose one of the following:\n\n* One beast of CR 2 or less\n* Two beasts of CR 1 or less\n* Three beasts of CR 1/2 or less\n\n Beasts summoned this way are allied to you and your companions. While it is within 60 feet you can use a bonus action to mentally command a summoned beast. When you command multiple beasts using this spell, you must give them all the same command. You may decide the action the beast takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, a conjured beast only defends itself.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The challenge rating of beasts you can summon increases by one step for each slot level above 3rd. For example, when using a 4th-level spell slot you can summon one beast of CR 3 or less, two beasts of CR 2 or less, or three beasts of CR 1 or less.", "target_type": "area", "range": "60 feet", @@ -2074,7 +2074,7 @@ "desc": "You summon a creature from the realms celestial.\n\nThis creature uses the statistics of a celestial creature (detailed below) with certain traits determined by your choice of its type: an angel of battle, angel of protection, or angel of vengeance.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the celestial creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "For each slot level above 7th the celestial creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", "range": "60 feet", @@ -2105,7 +2105,7 @@ "desc": "You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the elemental creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears 1 hour after you summoned it.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "For each slot level above 5th the elemental creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", "range": "60 feet", @@ -2136,7 +2136,7 @@ "desc": "You summon a creature from The Dreaming.\n\nThis creature uses the statistics of a fey creature (detailed below) with certain traits determined by your choice of its type: hag, hound, or redcap.\n\nThe creature is friendly to you and your companions and takes its turn immediately after yours.\n\nIt obeys your verbal commands. Without such commands, the creature only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of the summoned creature, which becomes hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "For each slot level above 6th the fey creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.", "target_type": "creature", "range": "60 feet", @@ -2167,7 +2167,7 @@ "desc": "You summon up to 3 creatures from the Elemental Planes. These creatures use the statistics of a minor elemental (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor elemental's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.\n\nThe summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple minor elementals using this spell, you must give them all the same command.\n\nWithout such commands, a minor elemental only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "Use the higher spell slot level wherever the spell's level appears in the stat block.", "target_type": "creature", "range": "60 feet", @@ -2198,7 +2198,7 @@ "desc": "You summon up to 3 creatures from The Dreaming. These creatures use the statistics of a woodland being (detailed below) with certain traits determined by your choice of its type: blink dog, satyr, or sprite. If you summon only 2 creatures with this spell, increase its effective slot level by 1 when determining the minor woodland being's statistics, and if you summon a single creature with this spell its effective slot level is increased by 2 instead.\n\nThe summoned creatures are friendly to you and your companions and take their turns immediately after yours. They obey your verbal commands. When you command multiple woodland beings using this spell, you must give them all the same command.\n\nWithout such commands, a summoned creature only defends itself.\n\nThe summoned creature disappears when reduced to 0 hit points. If your concentration is broken before the spell ends, you lose control of any summoned creatures, which become hostile and might attack you and your companions. An uncontrolled creature disappears at the end of the spell's maximum duration.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "Use the higher spell slot level wherever the spell's level appears in the stat block.", "target_type": "creature", "range": "60 feet", @@ -2229,7 +2229,7 @@ "desc": "You consult an otherworldly entity, risking your very mind in the process. Make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and suffer four levels of strife until you finish a long rest. A _greater restoration_ spell ends this effect.\n\nOn a successful save, you can ask the entity up to 5 questions before the spell ends. When possible the entity responds with one-word answers: yes, no, maybe, never, irrelevant, or unclear. At the Narrator's discretion, it may instead provide a brief but truthful answer when necessary.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2260,7 +2260,7 @@ "desc": "Your touch inflicts a hideous disease. Make a melee spell attack. On a hit, you afflict the target with a disease chosen from the list below.\n\nThe target must make a Constitution saving throw at the end of each of its turns. After three failed saves, the disease lasts for the duration and the creature stops making saves, or after three successful saves, the creature recovers and the spell ends. A greater restoration spell or similar effect also ends the disease.\n\n* **Blinding Sickness:** The target's eyes turn milky white. It is blinded and has disadvantage on Wisdom checks and saving throws.\n* **Filth Fever:** The target is wracked by fever. It has disadvantage when using Strength for an ability check, attack roll, or saving throw.\n* **Flesh Rot:** The target's flesh rots. It has disadvantage on Charisma ability checks and becomes vulnerable to all damage.\n* **Mindfire:** The target hallucinates. During combat it is confused, and it has disadvantage when using Intelligence for an ability check or saving throw.\n* **Rattling Cough:** The target becomes discombobulated as it hacks with body-wracking coughs. It is rattled and has disadvantage when using Dexterity for an ability check, attack roll, or saving throw.\n* **Slimy Doom:** The target bleeds uncontrollably. It has disadvantage when using Constitution for an ability check or saving throw. Whenever it takes damage, the target is stunned until the end of its next turn.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2353,7 +2353,7 @@ "desc": "Water inside the area is yours to command. On the round you cast it, and as an action on subsequent turns until the spell ends, you can choose one of the following effects. When you choose a different effect, the current one ends.\n\n* **Flood:** The standing water level rises by up to 20 feet. The flood water spills onto land if the area includes a shore, but when the area is in a large body of water you instead create a 20-foottall wave. The wave travels across the area and crashes down, carrying Huge or smaller vehicles to the other side, each of which has a 25% chance of capsizing. The wave repeats on the start of your next turn while this effect continues.\n* **Part Water:** You create a 20-foot wide trench spanning the area with walls of water to either side. When this effect ends, the trench slowly refills over the course of the next round.\nRedirect Flow: Flowing water in the area moves in a direction you choose, including up. Once the water moves beyond the spell's area, it resumes its regular flow based on the terrain.\n* **Whirlpool:** If the affected body of water is at least 50 feet square and 25 feet deep, a whirlpool forms within the area in a 50-foot wide cone that is 25 feet long. Creatures and objects that are in the area and within 25 feet of the whirlpool make an Athletics check against your spell save DC or are pulled 10 feet toward it. Once within the whirlpool, checks made to swim out of it have disadvantage. When a creature first enters the whirlpool on a turn or starts its turn there, it makes a Strength saving throw or takes 2d8 bludgeoning damage and is pulled into the center of the whirlpool. On a successful save, the creature takes half damage and isn't pulled.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -2386,7 +2386,7 @@ "desc": "You must be outdoors to cast this spell, and it ends early if you don't have a clear path to the sky.\n\nUntil the spell ends, you change the weather conditions in the area from what is normal for the current climate and season. Choose to increase or decrease each weather condition (precipitation, temperature, and wind) up or down by one stage on the following tables. Whenever you change the wind, you can also change its direction. The new conditions take effect after 1d4 × 10 minutes, at which point you can change the conditions again. The weather gradually returns to normal when the spell ends.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "Self", @@ -2450,7 +2450,7 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd-level or lower, its spell fails and has no effect.\n\nIf it is casting a spell of 3rd-level or higher, make an ability check using your spellcasting ability (DC 10 + the spell's level). On a success, the creature's spell fails and has no effect, but the creature can use its reaction to reshape the fraying magic and cast another spell with the same casting time as the original spell.\n\nThis new spell must be cast at a spell slot level equal to or less than half the original spell slot.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "The interrupted spell has no effect if its level is less than the level of the spell slot used to cast this spell, or if both spells use the same level spell slot an opposed spellcasting ability check is made.", "target_type": "creature", "range": "60 feet", @@ -2481,7 +2481,7 @@ "desc": "Your magic turns one serving of food or water into 3 Supply. The food is nourishing but bland, and the water is clean. After 24 hours uneaten food spoils and water affected or created by this spell goes bad.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "You create an additional 2 Supply for each slot level above 3rd.", "target_type": "object", "range": "30 feet", @@ -2512,7 +2512,7 @@ "desc": "Choose one of the following.\n\n* **Create Water:** You fill the target with up to 10 gallons of nonpotable water or 1 Supply of clean water. Alternatively, the water falls as rain that extinguishes exposed flames in the area.\n* **Destroy Water:** You destroy up to 10 gallons of water in the target. Alternatively, you destroy fog in the area.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "For each slot level above 1st, you either create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet.", "target_type": "area", "range": "30 feet", @@ -2543,7 +2543,7 @@ "desc": "This spell cannot be cast in sunlight. You reanimate the targets as undead and transform them into ghouls under your control.\n\nWhile it is within 120 feet you can use a bonus action to mentally command the undead. When you command multiple undead using this spell, you must give them all the same command. You may decide the action the undead takes and where it moves during its next turn, or you can issue a general command, such as guarding an area. If not given a command, the undead only defends itself. The undead continues to follow a command until its task is complete.\n\nThe undead is under your control for 24 hours, after which it stops obeying any commands. You must cast this spell on the undead before the spell ends to maintain control of it for another 24 hours. Casting the spell in this way reasserts control over up to 3 undead you have animated with this spell, rather than animating a new one.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).", "target_type": "area", "range": "30 feet", @@ -2574,7 +2574,7 @@ "desc": "You weave raw magic into a mundane physical object no larger than a 5-foot cube. The object must be of a form and material you have seen before. Using the object as a material component for another spell causes that spell to fail.\n\nThe spell's duration is determined by the object's material. An object composed of multiple materials uses the shortest duration.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "The size of the cube increases by 5 feet for each slot level above 5th.", "target_type": "object", "range": "30 feet", @@ -2762,7 +2762,7 @@ "desc": "The target gains darkvision out to a range of 60 feet.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The range of the target's darkvision increases to 120 feet. In addition, for each slot level above 3rd you may choose an additional target.", "target_type": "creature", "range": "Touch", @@ -2824,7 +2824,7 @@ "desc": "The target object's weight is greatly increased. Any creature holding the object must succeed on a Strength saving throw or drop it. A creature which doesn't drop the object has disadvantage on attack rolls until the start of your next turn as it figures out the object's new balance.\n\nCreatures that attempt to push, drag, or lift the object must succeed on a Strength check against your spell save DC to do so.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2855,7 +2855,7 @@ "desc": "The first time damage would reduce the target to 0 hit points, it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated. The spell ends immediately after either of these conditions occur.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "Touch", @@ -2919,7 +2919,7 @@ "desc": "You create a shadowy door on the target. The door is large enough for Medium creatures to pass through. The door leads to a demiplane that appears as an empty, 30-foot-cube chamber made of wood or stone. When the spell ends, the door disappears from both sides, trapping any creatures or objects inside the demiplane.\n\nEach time you cast this spell, you can either create a new demiplane, conjure the door to a demiplane you have previously created, or make a door leading to a demiplane whose nature or contents you are familiar with.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2950,7 +2950,7 @@ "desc": "You attempt to sense the presence of otherworldly forces. You automatically know if there is a place or object within range that has been magically consecrated or desecrated. In addition, on the round you cast it and as an action on subsequent turns until the spell ends, you may make a Wisdom (Religion) check against the passive Deception score of any aberration, celestial, elemental, fey, fiend, or undead creature within range. On a success, you sense the creature's presence, as well as where the creature is located.\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -2981,7 +2981,7 @@ "desc": "Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "When using a 2nd-level spell slot or higher, the spell no longer requires your concentration. When using a 3rd-level spell slot or higher, the duration increases to 1 hour. When using a 4th-level spell slot or higher, the duration increases to 8 hours.", "target_type": "creature", "range": "30 feet", @@ -3012,7 +3012,7 @@ "desc": "On the round you cast it, and as an action on subsequent turns until the spell ends, you can attempt to sense the presence of poisons, poisonous creatures, and disease by making a Perception check. On a success you identify the type of each poison or disease within range. Typically noticing and identifying a poison or disease is a DC 10 check, but the Narrator may use DC 15 for uncommon afflictions, DC 20 for rare afflictions, or DC 25 for afflictions that are truly unique. On a failed check, this casting of the spell cannot sense that specific poison or disease.\n\nThe spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3043,7 +3043,7 @@ "desc": "On the round you cast it, and as an action on subsequent turns until the spell ends, you can probe a creature's mind to read its thoughts by focusing on one creature you can see within range. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don't speak any languages are unaffected. On a failed save, you learn the creature's surface thoughts —what is most on its mind in that moment. On a successful save, you fail to read the creature's thoughts and can't attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature's thoughts and what it is thinking about may change based on questions verbally directed at it.\n\nOnce you have read a creature's surface thoughts, you can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, you fail to read the creature's deeper thoughts and the spell ends. On a failure, you gain insight into the creature's motivations, emotional state, and something that looms large in its mind.\n\nThe creature then becomes aware you are probing its mind and can use an action to make an Intelligence check contested by your Intelligence check, ending the spell if it succeeds.\n\nAdditionally, you can use an action to scan for thinking creatures within range that you can't see.\n\nOnce you detect the presence of a thinking creature, so long as it remains within range you can attempt to read its thoughts as described above (even if you can't see it).\n\nThe spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When using a 5th-level spell slot, increase the spell's range to 1 mile. When using a 7th-level spell slot, increase the range to 10 miles.\n\nWhen using a 9th-level spell slot, increase the range to 1, 000 miles.", "target_type": "creature", "range": "30 feet", @@ -3074,7 +3074,7 @@ "desc": "You teleport to any place you can see, visualize, or describe by stating distance and direction such as 200 feet straight downward or 400 feet upward at a 30-degree angle to the southeast.\n\nYou can bring along objects if their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller, provided it isn't carrying gear beyond its carrying capacity and is within 5 feet.\n\nIf you would arrive in an occupied space the spell fails, and you and any creature with you each take 4d6 force damage.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "500 feet", @@ -3105,7 +3105,7 @@ "desc": "Until the spell ends or you use an action to dismiss it, you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type, including but not limited to: your heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex, and any other distinguishing features. You cannot disguise yourself as a creature of a different size category, and your limb structure remains the same; for example if you're bipedal, you can't use this spell to appear as a quadruped.\n\nThe disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "When using a 3rd-level spell slot or higher, this spell functions identically to the seeming spell, except the spell's duration is 10 minutes.", "target_type": "creature", "range": "Self", @@ -3136,7 +3136,7 @@ "desc": "A pale ray emanates from your pointed finger to the target as you attempt to undo it.\n\nThe target takes 10d6 + 40 force damage. A creature reduced to 0 hit points is obliterated, leaving behind nothing but fine dust, along with anything it was wearing or carrying (except magic items). Only true resurrection or a wish spell can restore it to life.\n\nThis spell automatically disintegrates nonmagical objects and creations of magical force that are Large-sized or smaller. Larger objects and creations of magical force have a 10-foot-cube portion disintegrated instead. Magic items are unaffected.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "The damage increases by 3d6 for each slot level above 6th.", "target_type": "creature", "range": "60 feet", @@ -3169,7 +3169,7 @@ "desc": "A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.\n\nUntil the spell ends, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you.\n\nYou can end the spell early by using an action to do either of the following.\n\n* **Mental Resistance:** Choose up to 3 friendly creatures within 60 feet. Each of those creatures that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead may make an immediate saving throw with advantage against the condition or possession, ending it on a success.\n* **Retribution:** Make a melee spell attack against a celestial, elemental, fey, fiend, or undead within reach. On a hit, the creature takes 7d8 radiant or necrotic damage (your choice) and is stunned until the beginning of your next turn.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "Mental Resistance targets one additional creature for each slot level above 5th, and Retribution's damage increases by 1d8 for each slot level above 5th.", "target_type": "creature", "range": "Self", @@ -3203,7 +3203,7 @@ "desc": "You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher, make an ability check with a DC equal to 10 + the spell's level for each one, ending the effect on a success.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "You automatically end the effects of a spell on the target if the level of the spell slot used to cast it is equal to or less than the level of the spell slot used to cast dispel magic.", "target_type": "point", "range": "120 feet", @@ -3234,7 +3234,7 @@ "desc": "Your offering and magic put you in contact with the higher power you serve or its representatives.\n\nYou ask a single question about something that will (or could) happen in the next 7 days. The Narrator offers a truthful reply, which may be cryptic or even nonverbal as appropriate to the being in question.\n\nThe reply does not account for possible circumstances that could change the outcome, such as making additional precautions.\n\nWhen you cast this spell again before finishing a long rest, the chance of getting a random reading from the above options increases. The Narrator makes the following roll in secret: second casting—25%, third casting—50%, fourth casting—75%, fifth casting—100%.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3327,7 +3327,7 @@ "desc": "You assert control over the target beast's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's duration is extended: 5th-level—Concentration (10 minutes), 6th-level—Concentration (1 hour), 7th-level—Concentration (8 hours).", "target_type": "creature", "range": "60 feet", @@ -3358,7 +3358,7 @@ "desc": "You assert control over the target creature's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "The duration is Concentration (8 hours)", "target_type": "creature", "range": "60 feet", @@ -3389,7 +3389,7 @@ "desc": "You assert control over the target humanoid's mind and it is charmed for the duration. If it is engaged in combat with you or creatures friendly to you, it has advantage on its saving throw.\n\nUntil the charmed condition ends, you establish a telepathic link with it while you are on the same plane. You may issue commands through this link and the target does its best to obey. No action is required to issue commands, which can be a simple and general course of action such as \"Attack that target, \" \"Go over there, \" or \"Bring me that object.\" Without commands the target only defends itself. The target continues to follow a command until its task is complete.\n\nYou can use your action to assume direct control of the target. Until the end of your next turn, you decide all of the target's actions and it does nothing you do not allow it to. While a target is directly controlled in this way, you can also cause it to use a reaction, but this requires you to use your own reaction as well.\n\nEach time the target takes damage, it makes a new saving throw against the spell, ending the spell on a success.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's duration is extended: 6th-level—Concentration (10 minutes), 7th-level —Concentration (1 hour), 8th-level —Concentration (8 hours).", "target_type": "creature", "range": "60 feet", @@ -3420,7 +3420,7 @@ "desc": "You frighten the target by echoing its movements with ominous music and terrifying sound effects. It takes 1d4 psychic damage and becomes frightened of you until the spell ends.\n\nAt the end of each of the creature's turns, it can make another Wisdom saving throw, ending the effect on itself on a success. On a failed save, the creature takes 1d4 psychic damage.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "The damage increases by 1d4 for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -3453,7 +3453,7 @@ "desc": "Until the spell ends, you manipulate the dreams of another creature. You designate a messenger, which may be you or a willing creature you touch, to enter a trance. The messenger remains aware of its surroundings while in the trance but cannot take actions or move.\n\nIf the target is sleeping the messenger appears in its dreams and can converse with the target as long as it remains asleep and the spell remains active. The messenger can also manipulate the dream, creating objects, landscapes, and various other sensory sensations. The messenger can choose to end the trance at any time, ending the spell. The target remembers the dream in perfect detail when it wakes. The messenger knows if the target is awake when you cast the spell and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the spell works as described.\n\nYou can choose to let the messenger terrorize the target. The messenger can deliver a message of 10 words or fewer and the target must make a Wisdom saving throw. If you have a portion of the target's body (some hair or a drop of blood) it has disadvantage on its saving throw. On a failed save, echoes of the messenger's fearful aspect create a nightmare that lasts the duration of the target's sleep and prevents it from gaining any benefit from the rest. In addition, upon waking the target suffers a level of fatigue or strife (your choice), up to a maximum of 3 in either condition.\n\nCreatures that don't sleep or don't dream (such as elves) cannot be contacted by this spell.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Special", @@ -3484,7 +3484,7 @@ "desc": "You call upon your mastery of nature to produce one of the following effects within range:\n\n* You create a minor, harmless sensory effect that lasts for 1 round and predicts the next 24 hours of weather in your current location. For example, the effect might create a miniature thunderhead if storms are predicted.\n* You instantly make a plant feature develop, but never to produce Supply. For example, you can cause a flower to bloom or a seed pod to open.\n* You create an instantaneous, harmless sensory effect such as the sound of running water, birdsong, or the smell of mulch. The effect must fit in a 5-foot cube.\n* You instantly ignite or extinguish a candle, torch, smoking pipe, or small campfire.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3515,7 +3515,7 @@ "desc": "Choose an unoccupied space between you and the source of the attack which triggers the spell. You call forth a pillar of earth or stone (3 feet diameter, 20 feet tall, AC 10, 20 hit points) in that space that provides you with three-quarters cover (+5 to AC, Dexterity saving throws, and ability checks made to hide).", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3579,7 +3579,7 @@ "desc": "A black, nonreflective, incorporeal 10-foot cube appears in an unoccupied space that you can see. Its space can be in midair if you so desire. When a creature starts its turn in the cube or enters the cube for the first time on its turn it must make an Intelligence saving throw, taking 5d6 psychic damage on a failed save, or half damage on a success.\n\nAs a bonus action, you can move the cube up to 10 feet in any direction to a space you can see. The cube cannot be made to pass through other creatures in this way.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -3610,7 +3610,7 @@ "desc": "You bestow a magical enhancement on the target. Choose one of the following effects for the target to receive until the spell ends.\n\n* **Bear's Endurance:** The target has advantage on Constitution checks and it gains 2d6 temporary hit points (lost when the spell ends).\n* **Bull's Strength:** The target has advantage on Strength checks and doubles its carrying capacity.\n* **Cat's Grace:** The target has advantage on Dexterity checks and it reduces any falling damage it takes by 10 unless it is incapacitated.\n* **Eagle's Splendor:** The target has advantage on Charisma checks and is instantly cleaned (as if it had just bathed and put on fresh clothing).\n* **Fox's Cunning:** The target has advantage on Intelligence checks and on checks using gaming sets.\n* **Owl's Wisdom:** The target has advantage on Wisdom checks and it gains darkvision to a range of 30 feet (or extends its existing darkvision by 30 feet).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "You target one additional creature for each slot level above 2nd.", "target_type": "point", "range": "Touch", @@ -3641,7 +3641,7 @@ "desc": "You cause the target to grow or shrink. An unwilling target may attempt a saving throw to resist the spell.\n\nIf the target is a creature, all items worn or carried by it also change size with it, but an item dropped by the target immediately returns to normal size.\n\n* **Enlarge:** Until the spell ends, the target's size increases by one size category. Its size doubles in all dimensions and its weight increases eightfold. The target also has advantage on Strength checks and Strength saving throws. Its weapons also enlarge, dealing an extra 1d4 damage.\n* **Reduce:** Until the spell ends, the target's size decreases one size category. Its size is halved in all dimensions and its weight decreases to one-eighth of its normal value. The target has disadvantage on Strength checks and Strength saving throws and its weapons shrink, dealing 1d4 less damage (its attacks deal a minimum of 1 damage).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a spell slot of 4th-level, you can cause the target and its gear to increase by two size categories—from Medium to Huge, for example. Until the spell ends, the target's size is quadrupled in all dimensions, multiplying its weight twentyfold. The target has advantage on Strength checks and Strength saving throws. Its weapons also enlarge, dealing an extra 2d4 damage.", "target_type": "creature", "range": "30 feet", @@ -3672,7 +3672,7 @@ "desc": "You animate and enrage a target building that lashes out at its inhabitants and surroundings. As a bonus action you may command the target to open, close, lock, or unlock any nonmagical doors or windows, or to thrash about and attempt to crush its inhabitants. While the target is thrashing, any creature inside or within 30 feet of it must make a Dexterity saving throw, taking 2d10+5 bludgeoning damage on a failed save or half as much on a successful one. When the spell ends, the target returns to its previous state, magically repairing any damage it sustained during the spell's duration.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -3703,7 +3703,7 @@ "desc": "Constraining plants erupt from the ground in the spell's area, wrapping vines and tendrils around creatures. Until the spell ends, the area is difficult terrain.\n\nA creature in the area when you cast the spell makes a Strength saving throw or it becomes restrained as the plants wrap around it. A creature restrained in this way can use its action to make a Strength check against your spell save DC, freeing itself on a success.\n\nWhen the spell ends, the plants wither away.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -3734,7 +3734,7 @@ "desc": "You weave a compelling stream of words that captivates your targets. Any target that can't be charmed automatically succeeds on its saving throw, and targets fighting you or creatures friendly to you have advantage on the saving throw.\n\nUntil the spell ends or a target can no longer hear you, it has disadvantage on Perception checks made to perceive any creature other than you. The spell ends if you are incapacitated or can no longer speak.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3765,7 +3765,7 @@ "desc": "Until the spell ends or you use an action to end it, you step into the border regions of the Ethereal Plane where it overlaps with your current plane. While on the Ethereal Plane, you can move in any direction, but vertical movement is considered difficult terrain. You can see and hear the plane you originated from, but everything looks desaturated and you can see no further than 60 feet.\n\nWhile on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures not on the Ethereal Plane can't perceive you unless some special ability or magic explicitly allows them to.\n\nWhen the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space and you take force damage equal to twice the number of feet you are moved.\n\nThe spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as an Outer Plane.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "You can target up to 3 willing creatures within 10 feet (including you) for each slot level above 7th.", "target_type": "creature", "range": "Self", @@ -3796,7 +3796,7 @@ "desc": "Until the spell ends, you're able to move with incredible speed. When you cast the spell and as a bonus action on subsequent turns, you can take the Dash action.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Your Speed increases by 10 feet for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -3827,7 +3827,7 @@ "desc": "Your eyes become an inky void imbued with fell power. One creature of your choice within 60 feet of you that you can see and that can see you must succeed on a Wisdom saving throw or be afflicted by one of the following effects for the duration. Until the spell ends, on each of your turns you can use an action to target a creature that has not already succeeded on a saving throw against this casting of _eyebite_.\n\n* **Asleep:** The target falls unconscious, waking if it takes any damage or another creature uses an action to rouse it.\n* **Panicked:** The target is frightened of you. On each of its turns, the frightened creature uses its action to take the Dash action and move away from you by the safest and shortest available route unless there is nowhere for it to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.\n* **Sickened:** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw, ending this effect on a successful save.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3858,7 +3858,7 @@ "desc": "You convert raw materials into finished items of the same material. For example, you can fabricate a pitcher from a lump of clay, a bridge from a pile of lumber or group of trees, or rope from a patch of hemp.\n\nWhen you cast the spell, select raw materials you can see within range. From them, the spell fabricates a Large or smaller object (contained within a single 10-foot cube or up to eight connected 5-foot cubes) given a sufficient quantity of raw material. When fabricating with metal, stone, or another mineral substance, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of any objects made with the spell is equivalent to the quality of the raw materials.\n\nCreatures or magic items can't be created or used as materials with this spell. It also may not be used to create items that require highly-specialized craftsmanship such as armor, weapons, clockworks, glass, or jewelry unless you have proficiency with the type of artisan's tools needed to craft such objects.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -3920,7 +3920,7 @@ "desc": "You conjure a phantasmal watchdog. Until the spell ends, the hound remains in the area unless you spend an action to dismiss it or you move more than 100 feet away from it.\n\nThe hound is invisible except to you and can't be harmed. When a Small or larger creature enters the area without speaking a password you specify when casting the spell, the hound starts barking loudly. The hound sees invisible creatures, can see into the Ethereal Plane, and is immune to illusions.\n\nAt the start of each of your turns, the hound makes a bite attack against a hostile creature of your choice that is within the area, using your spell attack bonus and dealing 4d8 piercing damage on a hit.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "30 feet", @@ -3951,7 +3951,7 @@ "desc": "You are bolstered with fell energies resembling life, gaining 1d4+4 temporary hit points that last until the spell ends.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "Gain an additional 5 temporary hit points for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -3982,7 +3982,7 @@ "desc": "You project a phantasmal image into the minds of each creature in the area showing them what they fear most. On a failed save, a creature becomes frightened until the spell ends and must drop whatever it is holding.\n\nOn each of its turns, a creature frightened by this spell uses its action to take the Dash action and move away from you by the safest available route. If there is nowhere it can move, it remains stationary. When the creature ends its turn in a location where it doesn't have line of sight to you, the creature can repeat the saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4013,7 +4013,7 @@ "desc": "Magic slows the descent of each target. Until the spell ends, a target's rate of descent slows to 60 feet per round. If a target lands before the spell ends, it takes no falling damage and can land on its feet, ending the spell for that target.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a 2nd-level spell slot, targets can move horizontally 1 foot for every 1 foot they descend, effectively gliding through the air until they land or the spell ends.", "target_type": "creature", "range": "60 feet", @@ -4044,7 +4044,7 @@ "desc": "You blast the target's mind, attempting to crush its intellect and sense of self. The target takes 4d6 psychic damage.\n\nOn a failed save, until the spell ends the creature's Intelligence and Charisma scores are both reduced to 1\\. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way, but it is still able to recognize, follow, and even protect its allies.\n\nAt the end of every 30 days, the creature can repeat its saving throw against this spell, ending it on a success.\n\n_Greater restoration_, _heal_, or _wish_ can also be used to end the spell.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -4077,7 +4077,7 @@ "desc": "Your familiar, a spirit that takes the form of any CR 0 beast of Small or Tiny size, appears in an unoccupied space within range. It has the statistics of the chosen form, but is your choice of a celestial, fey, or fiend (instead of a beast).\n\nYour familiar is an independent creature that rolls its own initiative and acts on its own turn in combat (but cannot take the Attack action). However, it is loyal to you and always obeys your commands.\n\nWhen the familiar drops to 0 hit points, it vanishes without a trace. Casting the spell again causes it to reappear.\n\nYou are able to communicate telepathically with your familiar when it is within 100 feet. As long as it is within this range, you can use an action to see through your familiar's eyes and hear through its ears until the beginning of your next turn, gaining the benefit of any special senses it has. During this time, you are blind and deaf to your body's surroundings.\n\nYou can use an action to either permanently dismiss your familiar or temporarily dismiss it to a pocket dimension where it awaits your summons. While it is temporarily dismissed, you can use an action to call it back, causing it to appear in any unoccupied space within 30 feet of you.\n\nYou can't have more than one familiar at a time, but if you cast this spell while you already have a familiar, you can cause it to adopt a different form.\n\nFinally, when you cast a spell with a range of Touch and your familiar is within 100 feet of you, it can deliver the spell as if it was the spellcaster. Your familiar must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, use your attack bonus for the spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4108,7 +4108,7 @@ "desc": "You summon a spirit that takes the form of a loyal mount, creating a lasting bond with it. You decide on the steed's appearance, and choose whether it uses the statistics of an elk, giant lizard, panther, warhorse, or wolf (the Narrator may offer additional options.) Its statistics change in the following ways:\n\n* Its type is your choice of celestial, fey, or fiend.\n* Its size is your choice of Medium or Large.\n* Its Intelligence is 6.\n* You can communicate with it telepathically while it's within 1 mile.\n* It understands one language that you speak.\n\nWhile mounted on your steed, when you cast a spell that targets only yourself, you may also target the steed.\n\nWhen you use an action to dismiss the steed, or when it drops to 0 hit points, it temporarily disappears. Casting this spell again resummons the steed, fully healed and with all conditions removed. You can't summon a different steed unless you spend an action to release your current steed from its bond, permanently dismissing it.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "The steed has an additional 20 hit points for each slot level above 2nd. When using a 4th-level spell slot or higher, you may grant the steed either a swim speed or fly speed equal to its base Speed.", "target_type": "point", "range": "30 feet", @@ -4139,7 +4139,7 @@ "desc": "Name a specific, immovable location that you have visited before. If no such location is within range, the spell fails. For the duration, you know the location's direction and distance. While you are traveling there, you have advantage on ability checks made to determine the shortest path.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "Special", @@ -4170,7 +4170,7 @@ "desc": "This spell reveals whether there is at least one trap within range and within line of sight. You don't learn the number, location, or kind of traps detected. For the purpose of this spell, a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger, such as a pit trap, symbol spell, or alarm bell on a door, but not a natural hazard.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -4201,7 +4201,7 @@ "desc": "Negative energy wracks the target and deals 7d8 + 30 necrotic damage. A humanoid killed by this spell turns into a zombie at the start of your next turn. It is permanently under your control and follows your spoken commands.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 2d8 for each slot level above 7th.", "target_type": "creature", "range": "60 feet", @@ -4422,7 +4422,7 @@ "desc": "A 5-foot-diameter sphere of fire appears within range, lasting for the duration. It casts bright light in a 20-foot radius and dim light for another 20 feet, and ignites unattended flammable objects it touches.\n\nYou can use a bonus action to move the sphere up to 30 feet. It can jump over pits 10 feet wide or obstacles 5 feet tall. If you move the sphere into a creature, the sphere ends its movement for that turn and the creature makes a Dexterity saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one. A creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw against the sphere's damage.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d6 for each slot level above 2nd.", "target_type": "object", "range": "60 feet", @@ -4453,7 +4453,7 @@ "desc": "The target becomes restrained as it begins to turn to stone. On a successful saving throw, the target is instead slowed until the end of its next turn and the spell ends.\n\nA creature restrained by this spell makes a second saving throw at the end of its turn. On a success, the spell ends. On a failure, the target is petrified for the duration. If you maintain concentration for the maximum duration of the spell, this petrification is permanent.\n\nAny pieces removed from a petrified creature are missing when the petrification ends.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "Target one additional creature when you cast this spell with an 8th-level spell slot.", "target_type": "creature", "range": "60 feet", @@ -4484,7 +4484,7 @@ "desc": "You bestow a glamor upon a creature that highlights its physique to show a stunning idealized form. For the spell's duration, the target adds both its Strength modifier and Charisma modifier to any Charisma checks it makes.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "Target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -4515,7 +4515,7 @@ "desc": "A metallic disc made of force, 3 feet in diameter and hovering 3 feet off the ground, appears within range. It can support up to 500 pounds. If it is overloaded, or if you move more than 100 feet away from it, the spell ends. You can end the spell as an action. While it is not carrying anything, you can use a bonus action to teleport the disk to an unoccupied space within range.\n\nWhile you are within 20 feet of the disk, it is immobile. If you move more than 20 feet away, it tries to follow you, remaining 20 feet away. It can traverse stairs, slopes, and obstacles up to 3 feet high.\n\nAdditionally, you can ride the disc, spending your movement on your turn to move the disc up to 30 feet (following the movement rules above).\n\nMoving the disk in this way is just as tiring as walking for the same amount of time.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "When you use a 3rd-level spell slot, either the spell's duration increases to 8 hours or the disk's diameter is 10 feet, it can support up to 2, 000 pounds, and it can traverse obstacles up to 10 feet high. When you use a 6th-level spell slot, the disk's diameter is 20 feet, it can support up to 16, 000 pounds, and it can traverse obstacles up to 20 feet high.", "target_type": "point", "range": "30 feet", @@ -4546,7 +4546,7 @@ "desc": "The target gains a flying speed of 60 feet. When the spell ends, the target falls if it is off the ground.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "Target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -4577,7 +4577,7 @@ "desc": "You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour).", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "The spell's radius increases by 20 feet for each slot level above 1st.", "target_type": "area", "range": "120 feet", @@ -4608,7 +4608,7 @@ "desc": "You protect the target area against magical travel. Creatures can't teleport into the area, use a magical portal to enter it, or travel into it from another plane of existence, such as the Astral or Ethereal Plane. The spell's area can't overlap with another _forbiddance_ spell.\n\nThe spell damages specific types of trespassing creatures. Choose one or more of celestials, elementals, fey, fiends, and undead. When a chosen creature first enters the area on a turn or starts its turn there, it takes 5d10 radiant or necrotic damage (your choice when you cast the spell). You may designate a password. A creature speaking this password as it enters takes no damage from the spell.\n\nAfter casting this spell on the same area for 30 consecutive days it becomes permanent until dispelled. This final casting to make the spell permanent consumes its material components.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Touch", @@ -4642,7 +4642,7 @@ "desc": "Your iron resolve allows you to withstand an attack. The damage you take from the triggering attack is reduced by 2d10 + your spellcasting ability modifier.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "The damage is reduced by an additional 1d10 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -4737,7 +4737,7 @@ "desc": "You impart the ability to see flashes of the immediate future. The target can't be surprised and has advantage on ability checks, attack rolls, and saving throws. Other creatures have disadvantage on attack rolls against the target.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4768,7 +4768,7 @@ "desc": "While casting and concentrating on this spell, you enter a deep trance and awaken an army of trees and plants within range. These plants rise up under your control as a grove swarm and act on your initiative. Although you are in a trance and deaf and blind with regard to your own senses, you see and hear through your grove swarm's senses. You can command your grove swarm telepathically, ordering it to advance, attack, or retreat. If the grove swarm enters your space, you can order it to carry you.\n\nIf you take any action other than continuing to concentrate on this spell, the spell ends and the trees and plants set down roots wherever they are currently located.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -4799,7 +4799,7 @@ "desc": "The target ignores difficult terrain. Spells and magical effects can't reduce its speed or cause it to be paralyzed or restrained. It can spend 5 feet of movement to escape from nonmagical restraints or grapples. The target's movement and attacks aren't penalized from being underwater.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When using a 6th-level spell slot the duration is 8 hours. When using an 8th-level spell slot the duration is 24 hours.", "target_type": "creature", "range": "Touch", @@ -4861,7 +4861,7 @@ "desc": "Once before the start of your next turn, when you make a Charisma ability check against the target, you gain an expertise die. If you roll a 1 on the ability or skill check, the target realizes its judgment was influenced by magic and may become hostile.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -4892,7 +4892,7 @@ "desc": "The target, along with anything it's wearing and carrying, becomes a hovering, wispy cloud. In this form, it can't attack, use or drop objects, talk, or cast spells.\n\nAs a cloud, the target's base Speed is 0 and it gains a flying speed of 10 feet. It can enter another creature's space, and can pass through small holes and cracks, but not through liquid. It is resistant to nonmagical damage, has advantage on Strength, Dexterity, and Constitution saving throws, and can't fall.\n\nThe spell ends if the creature drops to 0 hit points.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "The target's fly speed increases by 10 feet for each slot level above 3rd.", "target_type": "object", "range": "Touch", @@ -4923,7 +4923,7 @@ "desc": "You create a magic portal, a door between a space you can see and a specific place on another plane of existence. Each portal is a one-sided circular opening from 5 to 25 feet in diameter. Entering either portal transports you to the portal on the other plane. Deities and other planar rulers can prevent portals from opening in their domains.\n\nWhen you cast this spell, you can speak the true name of a specific creature (not its nickname or title). If that creature is on another plane, the portal opens next to it and draws it through to your side of the portal. This spell gives you no power over the creature, and it might choose to attack you, leave, or listen to you.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4954,7 +4954,7 @@ "desc": "You give a command to a target which can understand you. It becomes charmed by you.\n\nWhile charmed in this way, it takes 5d10 psychic damage the first time each day that it disobeys your command. Your command can be any course of action or inaction that wouldn't result in the target's death. The spell ends if the command is suicidal or you use an action to dismiss the spell. Alternatively, a _remove curse_, _greater restoration_, or _wish_ spell cast on the target using a spell slot at least as high as the slot used to cast this spell also ends it.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's duration is 1 year when using a 7th-level spell slot, or permanent until dispelled when using a 9th-level spell slot.", "target_type": "creature", "range": "60 feet", @@ -4987,7 +4987,7 @@ "desc": "The target can't become undead and doesn't decay. Days spent under the influence of this spell don't count towards the time limit of spells which raise the dead.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "The spell's duration is 1 year when using a 3rd-level spell slot, or permanent until dispelled when using a 4th-level spell slot.", "target_type": "creature", "range": "Touch", @@ -5018,7 +5018,7 @@ "desc": "You transform insects and other vermin into monstrous versions of themselves. Until the spell ends, up to 3 spiders become giant spiders, 2 ants become giant ants, 2 crickets or mantises become ankhegs, a centipede becomes a giant centipede, or a scorpion becomes a giant scorpion. The spell ends for a creature when it dies or when you use an action to end the effect on it.\n\nWhile it is within 60 feet you can use a bonus action to mentally command the insects. When you command multiple insects using this spell, you may simultaneously give them all the same command.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "The spell's duration is 1 hour when using a 5th-level spell slot, or 8 hours when using a 6th-level spell slot.", "target_type": "creature", "range": "30 feet", @@ -5049,7 +5049,7 @@ "desc": "When you make a Charisma check, you can replace the number you rolled with 15\\. Also, magic that prevents lying has no effect on you, and magic cannot determine that you are lying.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5080,7 +5080,7 @@ "desc": "An immobile, glimmering sphere forms around you. Any spell of 5th-level or lower cast from outside the sphere can't affect anything inside the sphere, even if it's cast with a higher level spell slot. Targeting something inside the sphere or including the globe's space in an area has no effect on anything inside.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "The barrier blocks spells of one spell slot level higher for each slot level above 6th.", "target_type": "area", "range": "Self", @@ -5111,7 +5111,7 @@ "desc": "You trace a glyph on the target. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.\n\nDescribe the actions a creature must perform to trigger the spell, such as approaching within a certain distance, opening or touching the object the glyph is inscribed on, or seeing or reading the glyph. The creature must have a clear path to the glyph to trigger it. You can specify certain creatures which don't trigger the spell, such as those with a certain appearance or those who speak a certain phrase. Once the glyph is triggered, the spell ends.\n\nWhen you cast the spell, choose Explosive Runes or Spell Glyph.\n\n* **Explosive Runes:** When triggered, the glyph explodes. Creatures in a 20-foot radius sphere make a Dexterity saving throw or take 5d8 acid, cold, fire, lightning, or thunder damage (your choice when you cast the spell), or half damage on a successful save. The explosion spreads around corners.\n* **Spell Glyph:** You store a spell of 3rd-level or lower as part of creating the glyph, expending its spell slot. The stored spell must target a single creature or area with a non-beneficial effect and it is cast when the glyph is triggered. A spell that targets a creature targets the triggering creature. A spell with an area is centered on the targeting creature. A creation or conjuration spell affects an area next to that creature, and targets it with any harmful effects. Spells requiring concentration last for their full duration.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "The cost of the material component increases by 200 gold for each slot level above 3rd. For Explosive Runes, the damage increases by 1d8 for each slot level above 3rd, and for Spell Glyph you can store a spell of up to the same level as the spell slot used to cast glyph of warding.", "target_type": "creature", "range": "Touch", @@ -5142,7 +5142,7 @@ "desc": "You transform the components into 2d4 berries.\n\nFor the next 24 hours, any creature that consumes one of these berries regains 1 hit point. Eating or administering a berry is an action. The berries do not provide any nourishment or sate hunger.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "You create 1d4 additional berries for every 2 slot levels above 1st.", "target_type": "creature", "range": "Touch", @@ -5204,7 +5204,7 @@ "desc": "Grease erupts from a point that you can see within range and coats the ground in the area, turning it into difficult terrain until the spell ends.\n\nWhen the grease appears, each creature within the area must succeed on a Dexterity saving throw or fall prone. A creature that enters or ends its turn in the area must also succeed on a Dexterity saving throw or fall prone.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -5235,7 +5235,7 @@ "desc": "The target is invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5266,7 +5266,7 @@ "desc": "Healing energy rejuvenates a creature you touch and undoes a debilitating effect. You can remove one of:\n\n* a level of fatigue.\n* a level of strife.\n* a charm or petrification effect.\n* a curse or cursed item attunement.\n* any reduction to a single ability score.\n* an effect that has reduced the target's hit point maximum.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5297,7 +5297,7 @@ "desc": "A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. This guardian occupies that space and is indistinct except for a gleaming sword and sheild emblazoned with the symbol of your deity.\n\nAny creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5330,7 +5330,7 @@ "desc": "You create wards that protect the target area. Each warded area has a maximum height of 20 feet and can be shaped. Several stories of a stronghold can be warded by dividing the area among them if you can walk from one to the next while the spell is being cast.\n\nWhen cast, you can create a password that can make a creature immune to these effects when it is spoken aloud. You may also specify individuals that are unaffected by any or all of the effects that you choose.\n\n_Guards and wards_ creates the following effects within the area of the spell.\n\n* **_Corridors:_** Corridors are heavily obscured with fog. Additionally, creatures that choose between multiple passages or branches have a 50% chance to unknowingly choose a path other than the one they meant to choose.\n* **_Doors:_** Doors are magically locked as if by an _arcane lock_ spell. Additionally, you may conceal up to 10 doors with an illusion as per the illusory object component of the _minor illusion_ spell to make the doors appear as unadorned wall sections.\n* **_Stairs:_** Stairs are filled from top to bottom with webs as per the _web_ spell. Until the spell ends, the webbing strands regrow 10 minutes after they are damaged or destroyed.\n\nIn addition, one of the following spell effects can be placed within the spell's area.\n\n* _Dancing lights_ can be placed in 4 corridors and you can choose for them to repeat a simple sequence.\n* _Magic mouth_ spells can be placed in 2 locations.\n_Stinking clouds_ can be placed in 2 locations.\n\nThe clouds return after 10 minutes if dispersed while the spell remains.\n* A _gust of wind_ can be placed in a corridor or room.\n* Pick a 5-foot square. Any creature that passes through it subjected to a _suggestion_ spell, hearing the suggestion mentally.\n\nThe entirety of the warded area radiates as magic. Each effect must be targeted by separate dispel magic spells to be removed.\n\nThe spell can be made permanent by recasting the spell every day for a year.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Touch", @@ -5361,7 +5361,7 @@ "desc": "The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5485,7 +5485,7 @@ "desc": "You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.\n\nOnly the visual, auditory, and olfactory components of the terrain are changed. Any creature that enters or attempts to interact with the illusion feels the real terrain below. If given sufficient reason, a creature may make an Investigation check against your spell save DC to disbelieve it. On a successful save, the creature sees the illusion superimposed over the actual terrain.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "The spell targets an additional 50-foot cube for each slot level above 4th.", "target_type": "area", "range": "300 feet", @@ -5516,7 +5516,7 @@ "desc": "You assail a target with an agonizing disease. The target takes 14d6 necrotic damage. If it fails its saving throw its hit point maximum is reduced by an amount equal to the damage taken for 1 hour or until the disease is magically cured. This spell cannot reduce a target to less than 1 hit point.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "Increase the damage by 2d6 for each slot level above 6th.", "target_type": "point", "range": "60 feet", @@ -5549,7 +5549,7 @@ "desc": "You harmonize with the rhythm of those around you until you're perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the outcome is determined.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5580,7 +5580,7 @@ "desc": "Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains one additional action on each of its turns. This action can be used to make a single weapon attack, or to take the Dash, Disengage, Hide, or Use an Object action.\n\nWhen the spell ends, the target is tired and cannot move or take actions until after its next turn.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transformation", "higher_level": "Target one additional creature for each slot level above 3rd. All targets of this spell must be within 30 feet of each other.", "target_type": "object", "range": "30 feet", @@ -5673,7 +5673,7 @@ "desc": "You magically replace your heart with one forged on the second layer of Hell. While the spell lasts, you are immune to fear and can't be poisoned, and you are immune to fire and poison damage. You gain resistance to cold damage, as well as to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered. You have advantage on saving throws against spells and other magical effects. Finally, while you are conscious, any creature hostile to you that starts its turn within 20 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn. On a success, the creature is immune to the effect for 24 hours.\n\nCasting this spell magically transports your mortal heart to the lair of one of the lords of Hell. The heart returns to your body when the spell ends. If you die while under the effects of this spell, you can't be brought back to life until your original heart is retrieved.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "object", "range": "Self", @@ -5704,7 +5704,7 @@ "desc": "The target becomes oven hot. Any creature touching the target takes 2d8 fire damage when the spell is cast. Until the spell ends, on subsequent turns you can use a bonus action to inflict the same damage. If a creature is holding or wearing the target and suffers damage, it makes a Constitution saving throw or it drops the target. If a creature does not or cannot drop the target, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -5737,7 +5737,7 @@ "desc": "The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus. Consuming the food takes 1 hour and leaves a creature feeling nourished—it immediately makes a saving throw with advantage against any disease or poison it is suffering from, and it is cured of any effect that frightens it.\n\nFor up to 24 hours afterward the feast's participants have advantage on Wisdom saving throws, advantage on saving throws made against disease and poison, resistance against damage from poison and disease, and each increases its hit point maximum by 2d10.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5768,7 +5768,7 @@ "desc": "The target's spirit is bolstered. Until the spell ends, the target gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns and it cannot be frightened. Any temporary hit points remaining are lost when the spell ends.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "Target one additional creature for each slot level above 1st.", "target_type": "point", "range": "Touch", @@ -5799,7 +5799,7 @@ "desc": "The target is overwhelmed by the absurdity of the world and is crippled by paroxysms of laughter. The target falls prone, becomes incapacitated, and cannot stand.\n\nUntil the spell ends, at the end of each of the target's turns and when it suffers damage, the target may attempt another saving throw (with advantage if triggered by damage). On a successful save, the spell ends.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "Target an additional creature within 30 feet of the original for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -5830,7 +5830,7 @@ "desc": "The target is paralyzed. At the end of each of its turns, the target makes another saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "Target an additional creature within 30 feet of the first target for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -5861,7 +5861,7 @@ "desc": "The target is paralyzed. At the end of each of its turns, the target makes another saving throw, ending the spell's effects on it on a successful save.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "Target an additional creature within 30 feet of the first target for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -5892,7 +5892,7 @@ "desc": "Holy radiance emanates from you and fills the area. Targets shed dim light in a 5-foot radius and have advantage on saving throws. Attacks made against a target have disadvantage. When a fiend or undead hits a target, the aura erupts into blinding light, forcing the attacker to make a Constitution saving throw or be blinded until the spell ends.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -5923,7 +5923,7 @@ "desc": "You conjure a swirling pattern of twisting hues that roils through the air, appearing for a moment and then vanishing. Creatures in the area that can perceive the pattern make a Wisdom saving throw or become charmed. A creature charmed by this spell becomes incapacitated and its Speed is reduced to 0.\n\nThe effect ends on a creature when it takes damage or when another creature uses an action to shake it out of its daze.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -5985,7 +5985,7 @@ "desc": "You learn the target item's magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.\n\nAlternatively, you learn any spells that are currently affecting a targeted creature.\n\nWhat this spell can reveal is at the Narrator's discretion, and some powerful and rare magics are immune to identify.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6016,7 +6016,7 @@ "desc": "You inscribe a message onto the target and wrap it in illusion until the spell ends. You and any creatures that you designate when the spell is cast perceive the message as normal. You may choose to have other creatures view the message as writing in an unknown or unintelligible magical script or a different message. If you choose to create another message, you can change the handwriting and the language that the message is written in, though you must know the language in question.\n\nIf the spell is dispelled, both the message and its illusory mask disappear.\n\nThe true message can be perceived by any creature with truesight.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6047,7 +6047,7 @@ "desc": "You utter the target's name and attempt to bind them for eternity. On a successful save, a target is immune to any future attempts by you to cast this spell on it. On a failed save, choose from one of the forms of bindings below (each lasts until the spell ends).\n\n* **Burial:** The target is buried deep below the surface of the earth in a tomb just large enough to contain it. Nothing can enter the tomb. No teleportation or planar travel can be used to enter, leave, or affect the tomb or its contents. A small mithral orb is required for this casting.\n* **Chaining:** Chains made of unbreakable material erupt from the ground and root the target in place. The target is restrained and cannot be moved by any means. A small adamantine chain is required for this casting.\n* **Hedged Prison:** The target is imprisoned in a maze-like demiplane of your choosing, such as a labyrinth, a cage, a tower, a hedge maze, or any similar structure you desire. The demiplane is warded against teleportation and planar travel. A small jade representation of the demiplane is required for this casting.\n* **Minimus Containment:** The target shrinks to just under an inch and is imprisoned inside a gemstone, crystal, jar, or similar object. Nothing but light can pass in and out of the vessel, and it cannot be broken, cut, or otherwise damaged. The special component for this effect is whatever prison you wish to use.\n* **Slumber:** The target is plunged into an unbreakable slumber and cannot be awoken. Special soporific draughts are required for this casting.\n\nThe target does not need sustenance or air, nor does it age. No divination spells of any sort can be used to reveal the target's location.\n\nWhen cast, you must specify a condition that will cause the spell to end and release the target. This condition must be based on some observable action or quality and not related to mechanics like level, hitpoints, or class, and the Narrator must agree to it.\n\nA dispel magic only dispels an _imprisonment_ if it is cast using a 9th-level spell slot and targets the prison or the special component used to create the prison.\n\nEach casting that uses the same spell effect requires its own special component. Repeated castings with the same component free the prior occupant.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6078,7 +6078,7 @@ "desc": "A cloud of burning embers, smoke, and roiling flame appears within range. The cloud heavily obscures its area, spreading around corners and through cracks. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Dexterity saving throw, taking 10d8 fire damage on a failed save, or half as much on a successful one.\n\nThe cloud can be dispelled by a wind of at least 10 miles per hour. After it is cast, the cloud moves 10 feet away from you in a direction that you choose at the start of each of your turns.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -6109,7 +6109,7 @@ "desc": "You infect your target with an arcane disease. At any time after you cast this spell, as long as you are on the same plane of existence as the target, you can use an action to deal 7d10 necrotic damage to the target. If this damage would reduce the target to 0 hit points, you can choose to leave it with 1 hit point.\n\nAs part of dealing the damage, you may expend a 7th-level spell slot to sustain the disease. Otherwise, the spell ends. The spell ends when you die.\n\nCasting remove curse, greater restoration, or heal on the target allows the target to make a Constitution saving throw against the disease. Otherwise the disease can only be cured by a wish spell.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 1d10 for each slot level above 7th.", "target_type": "point", "range": "60 feet", @@ -6140,7 +6140,7 @@ "desc": "A weapon formed from the essence of Hell appears in your hands. You must use two hands to wield the weapon. If you let go of the weapon, it disappears and the spell ends.\n\nWhen you cast the spell, choose either a flame fork or ice spear. While the spell lasts, you can use an action to make a melee spell attack with the weapon against a creature within 10 feet of you.\n\nOn a hit, you deal 5d8 damage of a type determined by the weapon's form. On a critical hit, you inflict an additional effect.\n\nIn addition, on a hit with the infernal weapon, you can end the spell early to inflict an automatic critical hit.\n\n**Flame Fork.** The weapon deals fire damage.\n\nOn a critical hit, the target catches fire, taking 2d6 ongoing fire damage.\n\n**Ice Spear.** The weapon deals cold damage. On a critical hit, for 1 minute the target is slowed.\n\nAt the end of each of its turns a slowed creature can make a Constitution saving throw, ending the effect on itself on a success.\n\nA creature reduced to 0 hit points by an infernal weapon immediately dies in a gruesome fashion.\n\nFor example, a creature killed by an ice spear might freeze solid, then shatter into a thousand pieces. Each creature of your choice within 60 feet of the creature and who can see it when it dies must make a Wisdom saving throw. On a failure, a creature becomes frightened of you until the end of your next turn.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6171,7 +6171,7 @@ "desc": "You impart fell energies that suck away the target's life force, making a melee spell attack that deals 3d10 necrotic damage.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 1d10 for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -6202,7 +6202,7 @@ "desc": "A roiling cloud of insects appears, biting and stinging any creatures it touches. The cloud lightly obscures its area, spreads around corners, and is considered difficult terrain. When the cloud appears and a creature is in it, when a creature enters the cloud for the first time on a turn, or when a creature ends its turn within the cloud it makes a Constitution saving throw, taking 4d10 piercing damage on a failed save, or half as much on a successful one.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", "range": "300 feet", @@ -6233,7 +6233,7 @@ "desc": "Until the spell ends, a mystical bond connects the target and the precious stone used to cast this spell.\n\nAny time after, you may crush the stone and speak the name of the item, summoning it instantly into your hand no matter the physical, metaphysical, or planar distances involved, at which point the spell ends. If another creature is holding the item when the stone is crushed, the item is not summoned to you. Instead, the spell grants you the knowledge of who possesses it and a general idea of the creature's location.\n\nEach time you cast this spell, you must use a different precious stone.\n\nDispel magic or a similar effect targeting the stone ends the spell.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Touch", @@ -6264,7 +6264,7 @@ "desc": "You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell, whenever the target deals damage with an unarmed strike or natural weapon, it deals 1d4 extra damage.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell with a 3rd-level spell slot, the extra damage increases from 1d4 to 1d6\\. When you cast this spell with a 5th-level spell slot, the extra damage increases to 1d8.\n\nWhen you cast this spell with a 7th-level spell slot, the extra damage increases to 1d10.", "target_type": "creature", "range": "Touch", @@ -6295,7 +6295,7 @@ "desc": "You wreathe a creature in an illusory veil, making it invisible. Anything the target is carrying or wearing is also invisible as long as it remains in the target's possession. The spell's effects end for a target that attacks or casts a spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "Target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -6326,7 +6326,7 @@ "desc": "You murmur a tune that takes root in the target's mind until the spell ends, forcing it to caper, dance, and shuffle. At the start of each of its turns, the dancing target must use all of its movement to dance in its space, and it has disadvantage on attack rolls and saving throws. Attacks made against the target have advantage. On each of its turns, the target can use an action to repeat the saving throw, ending the spell on a successful save.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "Target one additional creature within 30 feet for each slot level above 6th.", "target_type": "creature", "range": "30 feet", @@ -6357,7 +6357,7 @@ "desc": "You imbue a target with the ability to make impossible leaps. The target's jump distances increase 15 feet vertically and 30 feet horizontally.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Each of the target's jump distances increase by 5 feet for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -6388,7 +6388,7 @@ "desc": "Make a check against the DC of a lock or door using your spell attack bonus. On a success, you unlock or open the target with a loud metallic clanging noise easily audible at up to 300 feet. In addition, any traps on the object are automatically triggered. An item with multiple locks requires multiple castings of this spell to be opened.\n\nWhen you target an object held shut by an arcane lock, that spell is suppressed for 10 minutes, allowing the object to be opened and shut normally during that time.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The level of the arcane lock you can suppress increases by 1 for each slot level above 3rd. In addition, if the level of your knock spell is 2 or more levels higher than that of the arcane lock, you may dispel the arcane lock instead of suppressing it.", "target_type": "object", "range": "Touch", @@ -6419,7 +6419,7 @@ "desc": "You learn significant information about the target. This could range from the most up-todate research, lore forgotten in old tales, or even previously unknown information. The spell gives you additional, more detailed information if you already have some knowledge of the target. The spell will not return any information for items not of legendary renown.\n\nThe knowledge you gain is always true, but may be obscured by metaphor, poetic language, or verse.\n\nIf you use the spell for a cursed tome, for instance, you may gain knowledge of the dire words spoken by its creator as they brought it into the world.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "Your intuition surrounding the target is enhanced and you gain advantage on one Investigation check regarding it for each slot level above 6th.", "target_type": "creature", "range": "Self", @@ -6450,7 +6450,7 @@ "desc": "Your body melts into a humanoid-shaped mass of liquid flesh. Each creature within 5 feet of you that can see the transformation must make a Wisdom saving throw. On a failure, the creature can't take reactions and is frightened of you until the start of its next turn. Until the end of your turn, your Speed becomes 20 feet, you can't speak, and you can move through spaces as narrow as 1 inch wide without squeezing. You revert to your normal form at the end of your turn.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6481,7 +6481,7 @@ "desc": "Your glowing hand removes one disease or condition affecting the target. Choose from blinded, deafened, paralyzed, or poisoned. At the Narrator's discretion, some diseases might not be curable with this spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6512,7 +6512,7 @@ "desc": "Until the spell ends, the target rises vertically in the air up to 20 feet and remains floating there, able to move only by pushing or pulling on fixed objects or surfaces within its reach. This allows the target to move as if it was climbing.\n\nOn subsequent turns, you can use your action to alter the target's altitude by up to 20 feet in either direction so long as it remains within range. If you have targeted yourself you may move up or down as part of your movement.\n\nThe target floats gently to the ground if it is still in the air when the spell ends.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a 5th-level spell slot the target can levitate or come to the ground at will. When using a 7th-level spell slot its duration increases to 1 hour and it no longer requires concentration.", "target_type": "object", "range": "60 feet", @@ -6607,7 +6607,7 @@ "desc": "Name or describe in detail a specific kind of beast or plant. The natural magics in range reveal the closest example of the target within 5 miles, including its general direction (north, west, southeast, and so on) and how many miles away it currently is.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "5 miles", @@ -6638,7 +6638,7 @@ "desc": "Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate specific, known creatures, or the nearest creature of a specific type (like a bat, gnome, or red dragon) provided that you have observed that type within 30 feet at least once. If a specific creature you seek is in a different form (for example a wildshaped druid) the spell is unable to find it.\n\nThe spell cannot travel across running water 10 feet across or wider—it is unable to find the creature and the trail ends.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "1000 feet", @@ -6669,7 +6669,7 @@ "desc": "Name or describe in detail an object familiar to you. The spell reveals the general direction the object is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it's travelling.\n\nYou may locate a specific object known to you, provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument, item of furniture, compass, or vase).\n\nWhen there is any thickness of lead in the direct path between you and the object the spell is unable to find it.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "1000 feet", @@ -6700,7 +6700,7 @@ "desc": "Until the spell ends, the target's Speed increases by 10 feet.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -6731,7 +6731,7 @@ "desc": "Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "The target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell's duration.", "target_type": "creature", "range": "Touch", @@ -6762,7 +6762,7 @@ "desc": "A faintly shimmering phantasmal hand appears at a point you choose within range. It remains until you dismiss it as an action, or until you move more than 30 feet from it.\n\nYou can use an action to control the hand and direct it to do any of the following:\n\n* manipulate an object.\n* open an unlocked container or door.\n* stow or retrieve items from unlocked containers.\n\nThe hand cannot attack, use magic items, or carry more than 10 pounds.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -6793,7 +6793,7 @@ "desc": "Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means.\n\nDesignated creatures have disadvantage when attacking creatures within the area and are unable to charm, frighten, or possess creatures within the area. When a designated creature attempts to teleport or use interplanar travel to enter the area, it makes a Charisma saving throw or its attempt fails.\n\nYou may also choose to reverse this spell, trapping a creature of your chosen type within the area in order to protect targets outside it.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "The spell's duration increases by 1 hour for every slot level above 3rd.", "target_type": "area", "range": "30 feet", @@ -6824,7 +6824,7 @@ "desc": "Your body becomes catatonic as your soul enters the vessel used as a material component. While within this vessel, you're aware of your surroundings as if you physically occupied the same space.\n\nThe only action you can take is to project your soul within range, whether to return to your living body (and end the spell) or to possess a humanoid.\n\nYou may not target creatures protected by protection from good and evil or magic circle spells. A creature you try to possess makes a Charisma saving throw or your soul moves from your vessel and into its body. The creature's soul is now within the container. On a successful save, the creature resists and you may not attempt to possess it again for 24 hours.\n\nOnce you possess a creature, you have control of it. Replace your game statistics with the creature's, except your Charisma, Intelligence and Wisdom scores. Your own cultural traits and class features also remain, and you may not use the creature's cultural traits or class features (if it has any).\n\nDuring possession, you can use an action to return to the vessel if it is within range, returning the host creature to its body. If the host body dies while you are possessing it, the creature also dies and you must make a Charisma save. On a success you return to the container if it's within range. Otherwise, you die.\n\nIf the vessel is destroyed, the spell ends and your soul returns to your body if it's within range. If your body is out of range or dead when you try to return, you die.\n\nThe possessed creature perceives the world as if it occupied the same space as the vessel, but may not take any actions or movement. If the vessel is destroyed while occupied by a creature other than yourself, the creature returns to its body if the body is alive and within range. Otherwise, the creature dies.\n\nThe vessel is destroyed when the spell ends.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -6886,7 +6886,7 @@ "desc": "The target is imbued with a spoken message of 25 words or fewer which it speaks when a trigger condition you choose is met. The message may take up to 10 minutes to convey.\n\nWhen your trigger condition is met, a magical mouth appears on the object and recites the message in the same voice and volume as you used when instructing it. If the object chosen has a mouth (for example, a painted portrait) this is where the mouth appears.\n\nYou may choose upon casting whether the message is a single event, or whether it repeats every time the trigger condition is met.\n\nThe trigger condition must be based upon audio or visual cues within 30 feet of the object, and may be highly detailed or as broad as you choose.\n\nFor example, the trigger could be when any attack action is made within range, or when the first spring shoot breaks ground within range.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6917,7 +6917,7 @@ "desc": "Until the spell ends, the target becomes +1 magic weapon.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The bonus increases by +1 for every 2 slot levels above 2nd (maximum +3).", "target_type": "object", "range": "Touch", @@ -6948,7 +6948,7 @@ "desc": "You conjure an extradimensional residence within range. It has one entrance that is in a place of your choosing, has a faint luster to it, and is 5 feet wide and 10 feet tall. You and any designated creature may enter your mansion while the portal is open. You may open and close the portal while you are within 30 feet of it. Once closed the entrance is invisible.\n\nThe entrance leads to an opulent entrance hall, with many doors and halls coming from it. The atmosphere is welcoming, warm, and comfortable, and the whole place is sparkling clean.\n\nThe floor plan of the residence is up to you, but it must be made up of fifty or fewer 10-foot cubes.\n\nThe furniture and decor are chosen by you. The residence contains enough food to provide Supply for a number of people equal to 5 × your proficiency bonus. A staff of translucent, lustrous servants dwell within the residence. They may otherwise look how you wish. These servants obey your commands without question, and can perform the same nonhostile actions as a human servant—they might carry objects, prepare and serve food and drinks, clean, make simple repairs, and so on. Servants have access to the entire mansion but may not leave.\n\nAll objects and furnishings belonging to the mansion evaporate into shimmering smoke when they leave it. Any creature within the mansion when the spell ends is expelled into an unoccupied space near the entrance.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "300 feet", @@ -6979,7 +6979,7 @@ "desc": "Until the spell ends, you create an image that appears completely real. The illusion includes sounds, smells, and temperature in addition to visual phenomena. None of the effects of the illusion are able to cause actual harm.\n\nWhile within range you can use an action to move the illusion. As the image moves you may also change its appearance to make the movement seem natural (like a roc moving its wings to fly) and also change the nonvisual elements of the illusion for the same reason (like the sound of beating wings as the roc flies).\n\nAny physical interaction immediately reveals the image is an illusion, as objects and creatures alike pass through it. An Investigation check against your spell save DC also reveals the image is an illusion.\n\nWhen a creature realizes the image is an illusion, the effects become fainter for that creature.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When cast using a 6th-level spell slot the illusion lasts until dispelled without requiring concentration.", "target_type": "object", "range": "120 feet", @@ -7103,7 +7103,7 @@ "desc": "Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The targets are magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the targets to perform an action that is obviously harmful to them ends the spell.\n\nA target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell, and if it requires less time the spell ends after a target has carried out the activity.\n\nYou may specify trigger conditions that cause a target to perform a specific activity while the spell lasts. For example, you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends, the specific activity isn't performed.\n\nAny damage done to a target by you or an ally ends the spell for that creature.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "When cast using a 7th-level spell slot, the duration of the spell increases to 10 days. When cast using an 8th-level spell slot, the duration increases to 30 days. When cast using a 9th-level spell slot, the duration increases to a year and a day.", "target_type": "creature", "range": "60 feet", @@ -7134,7 +7134,7 @@ "desc": "The target is banished to a complex maze on its own demiplane, and remains there for the duration or until the target succeeds in escaping.\n\nThe target can use an action to attempt to escape, making an Intelligence saving throw. On a successful save it escapes and the spell ends. A creature with Labyrinthine Recall (or a similar trait) automatically succeeds on its save.\n\nWhen the spell ends the target reappears in the space it occupied before the spell was cast, or the closest unoccupied space if that space is occupied.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7165,7 +7165,7 @@ "desc": "Until the spell ends, you meld yourself and your carried equipment into the target stone. Using your movement, you may enter the stone from any point you can touch. No trace of your presence is visible or detectable by nonmagical senses.\n\nWithin the stone, you can't see outside it and have disadvantage on Perception checks made to hear beyond it. You are aware of time passing, and may cast spells upon yourself. You may use your movement only to step out of the target where you entered it, ending the spell.\n\nIf the target is damaged such that its shape changes and you no longer fit within it, you are expelled and take 6d6 bludgeoning damage. Complete destruction of the target, or its transmutation into another substance, expels you and you take 50 bludgeoning damage. When expelled you fall prone into the closest unoccupied space near your entrance point.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a 5th-level spell slot, you may reach out of the target to make spell attacks or ranged weapon attacks without ending the spell. You make these attacks with disadvantage.", "target_type": "point", "range": "Touch", @@ -7196,7 +7196,7 @@ "desc": "You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.\n\nMagic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -7227,7 +7227,7 @@ "desc": "You conjure extensions of your own mental fortitude to keep your foes at bay. For the spell's duration, you can use an action to attempt to grapple a creature within range by making a concentration check against its maneuver DC.\n\nOn its turn, a target grappled in this way can use an action to attempt to escape the grapple, using your spell save DC instead of your maneuver DC.\n\nSuccessful escape attempts do not break your concentration on the spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7258,7 +7258,7 @@ "desc": "You point and whisper your message at the target.\n\nIt alone hears the message and may reply in a whisper audible only to you.\n\nYou can cast this spell through solid objects if you are familiar with the target and are certain it is beyond the barrier. The message is blocked by 3 feet of wood, 1 foot of stone, 1 inch of common metals, or a thin sheet of lead.\n\nThe spell moves freely around corners or through openings.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -7320,7 +7320,7 @@ "desc": "The target is immune to psychic damage, any effect that would read its emotions or thoughts, divination spells, and the charmed condition.\n\nThis immunity extends even to the wish spell, and magical effects or spells of similar power that would affect the target's mind or gain information about it.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7351,7 +7351,7 @@ "desc": "The target has resistance to psychic damage and advantage on saving throws made to resist being charmed or frightened.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7382,7 +7382,7 @@ "desc": "This spell creates a sound or image of an object.\n\nThe illusion disappears if dismissed or you cast the spell again.\n\nYou may create any sound you choose, ranging in volume from a whisper to a scream. You may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell's area.\n\nVisual illusions may replicate any image and remain within the spell's area, but cannot create sound, light, smell, or other sensory effects.\n\nThe image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against your spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -7413,7 +7413,7 @@ "desc": "You make terrain within the spell's area appear as another kind of terrain, tricking all senses (including touch).\n\nThe general shape of the terrain remains the same, however. A small town could resemble a woodland, a smooth road could appear rocky and overgrown, a deep pit could resemble a shallow pond, and so on.\n\nStructures may be altered in the similar way, or added where there are none. Creatures are not disguised, concealed, or added by the spell.\n\nThe illusion appears completely real in all aspects, including physical terrain, and can be physically interacted with. Clear terrain becomes difficult terrain, and vice versa. Any part of the illusory terrain such as a boulder, or water collected from an illusory stream, disappears immediately upon leaving the spell's area.\n\nCreatures with truesight see through the illusion, but are not immune to its effects. They may know that the overgrown path is in fact a well maintained road, but are still impeded by illusory rocks and branches.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "Sight", @@ -7444,7 +7444,7 @@ "desc": "A total of 3 illusory copies of yourself appear in your space. For the duration, these copies move with you and mimic your actions, creating confusion as to which is real.\n\nYou can use an action to dismiss them.\n\nEach time you're targeted by a creature's attack, roll a d20 to see if it targets you or one of your copies.\n\nWith 3 copies, a roll of 6 or higher means a copy is targeted. With two copies, a roll of 8 or higher targets a copy, and with 1 copy a roll of 11 or higher targets the copy.\n\nA copy's AC is 10 + your Dexterity modifier, and when it is hit by an attack a copy is destroyed.\n\nIt may be destroyed only by an attack that hits it.\n\nAll other damage and effects have no impact.\n\nAttacking creatures that have truesight, cannot see, have blindsight, or rely on other nonvisual senses are unaffected by this spell.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "When using a 5th-level spell slot, the duration increases to concentration (1 hour).", "target_type": "creature", "range": "Self", @@ -7475,7 +7475,7 @@ "desc": "You become invisible. At the same time, an illusory copy of you appears where you're standing.\n\nThis invisibility ends when you cast a spell but the copy lasts until the spell ends.\n\nYou can use an action to move your copy up to twice your Speed, have it speak, make gestures, or behave however you'd like.\n\nYou may see and hear through your copy. Until the spell ends, you can use a bonus action to switch between your copy's senses and your own, or back again. While using your copy's senses you are blind and deaf to your body's surroundings.\n\nThe copy is revealed as an illusion with any physical interaction, as solid objects and creatures pass through it.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "Self", @@ -7506,7 +7506,7 @@ "desc": "You teleport to an unoccupied space that you can see, disappearing and reappearing in a swirl of shimmering mist.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -7537,7 +7537,7 @@ "desc": "The target has advantage on its saving throw if you are in combat with it. The target becomes charmed and incapacitated, though it can still hear you. Until the spell ends, any memories of an event that took place within the last 24 hours and lasted 10 minutes or less may be altered.\n\nYou may destroy the memory, have the target recall the event with perfect clarity, change the details, or create a new memory entirely with the same restrictions in time frame and length.\n\nYou must speak to the target in a language you both know to modify its memories and describe how the memory is changed. The target fills in the gaps in details based on your description.\n\nThe spell automatically ends if the target takes any damage or if it is targeted by another spell. If the spell ends before you have finished modifying its memories, the alteration fails. Otherwise, the alteration is complete when the spell ends and only greater restoration or remove curse can restore the memory.\n\nThe Narrator may deem a modified memory too illogical or nonsensical to affect a creature, in which case the modified memory is simply dismissed by the target. In addition, a modified memory doesn't specifically change the behavior of a creature, especially if the memory conflicts with the creature's personality, beliefs, or innate tendencies.\n\nThere may also be events that are practically unforgettable and after being modified can be remembered correctly when another creature succeeds on a Persuasion check to stir the target's memories. This check is made with disadvantage if the creature does not have indisputable proof on hand that is relevant to the altered memory.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When using a 6th-level spell slot, the event can be from as far as 7 days ago. When using a 7th-level spell slot, the event can be from as far as 30 days ago. When using an 8th-level spell slot, the event can be from as far as 1 year ago. When using a 9th-level spell slot, any event can be altered.", "target_type": "creature", "range": "30 feet", @@ -7599,7 +7599,7 @@ "desc": "You reshape the area, changing its elevation or creating and eliminating holes, walls, and pillars.\n\nThe only limitation is that the elevation change may not exceed half the area's horizontal dimensions.\n\nFor example, affecting a 40-by-40 area allows you to include 20 foot high pillars, holes 20 feet deep, and changes in terrain elevation of 20 feet or less.\n\nChanges that result in unstable terrain are subject to collapse.\n\nChanges take 10 minutes to complete, after which you can choose another area to affect. Due to the slow speed of transformation, it is nearly impossible for creatures to be hurt or captured by the spell.\n\nThis spell has no effect on stone, objects crafted from stone, or plants, though these objects will shift based on changes in the area.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -7630,7 +7630,7 @@ "desc": "The target is hidden from divination magic and cannot be perceived by magical scrying sensors.\n\nWhen used on a place or object, the spell only works if the target is no larger than 10 feet in any given dimension.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -7661,7 +7661,7 @@ "desc": "You and allies within the area gain advantage and an expertise die on Dexterity (Stealth) checks as an aura of secrecy enshrouds you. Creatures in the area leave behind no evidence of their passage.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -7692,7 +7692,7 @@ "desc": "Until the spell ends, you create a passage extending into the target surface. When creating the passage you define its dimensions, as long as they do not exceed 5 feet in width, 8 feet in height, or 20 feet in depth.\n\nThe appearance of the passage has no effect on the stability of the surrounding environment.\n\nAny creatures or objects within the passage when the spell ends are expelled without harm into unoccupied spaces near where the spell was cast.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7723,7 +7723,7 @@ "desc": "A swarm of insects fills the area. Creatures that begin their turn within the spell's area or who enter the area for the first time on their turn must make a Constitution saving throw or take 1d4 piercing damage. The pests also ravage any unattended organic material within their radius, such as plant, wood, or fabric.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d4 when you reach 5th level (2d4), 10th level (3d4), and 15th level (4d4).", "target_type": "area", "range": "60 feet", @@ -7754,7 +7754,7 @@ "desc": "You create an illusion that invokes the target's deepest fears. Only the target can see this illusion.\n\nWhen the spell is cast and at the end of each of its turns, the target makes a Wisdom saving throw or takes 4d10 psychic damage and becomes frightened.\n\nThe spell ends early when the target succeeds on its saving throw. A target that succeeds on its initial saving throw takes half damage.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "The damage increases by 1d10 for each slot level above the 4th.", "target_type": "creature", "range": "120 feet", @@ -7787,7 +7787,7 @@ "desc": "You silently clench your hand into a claw and invisible talons of pure will sprout from your fingers.\n\nThe talons do not interact with physical matter, but rip viciously at the psyche of any creature struck by them. For the duration, your unarmed strikes gain the finesse property and deal psychic damage. In addition, if your unarmed strike normally deals less than 1d4 damage, it instead deals 1d4 damage.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7818,7 +7818,7 @@ "desc": "You create an illusory Large creature with an appearance determined by you that comes into being with all the necessary equipment needed to use it as a mount. This equipment vanishes when more than 10 feet away from the creature.\n\nYou or any creature you allow may ride the steed, which uses the statistics for a riding horse but has a Speed of 100 feet and travels at 10 miles per hour at a steady pace (13 miles per hour at a fast pace).\n\nThe steed vanishes if it takes damage (disappearing instantly) or you use an action to dismiss it (fading away, giving the rider 1 minute to dismount).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7849,7 +7849,7 @@ "desc": "An entity from beyond the realm material answers your call for assistance. You must know this entity whether it is holy, unholy, or beyond the bounds of mortal comprehension. The entity sends forth a servant loyal to it to aid you in your endeavors. If you have a specific servant in mind you may speak its name during the casting, but ultimately who is sent to answer your call is the entity's decision.\n\nThe creature that appears (a celestial, elemental, fey, or fiend), is under no compulsion to behave in any particular way other than how its nature and personality direct it. Any request made of the creature, simple or complex, requires an equal amount of payment which you must bargain with the creature to ascertain. The creature can request either items, sacrifices, or services in exchange for its assistance. A creature that you cannot communicate with cannot be bargained with.\n\nA task that can be completed in minutes is worth 100 gold per minute, a task that requires hours is worth 1, 000 gold per hour, and a task requiring days is worth 10, 000 gold per day (the creature can only accept tasks contained within a 10 day timeframe). A creature can often be persuaded to lower or raise prices depending on how a task aligns with its personality and the goals of its master —some require no payment at all if the task is deemed worthy. Additionally, a task that poses little or no risk only requires half the usual amount of payment, and an extremely dangerous task might call for double the usual payment. Still, only extreme circumstances will cause a creature summoned this way to accept tasks with a near certain result of death.\n\nA creature returns to its place of origin when a task is completed or if you fail to negotiate an agreeable task and payment. Should a creature join your party, it counts as a member of the group and receives a full portion of any experience gained.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7880,7 +7880,7 @@ "desc": "The target must remain within range for the entire casting of the spell (usually by means of a magic circle spell). Until the spell ends, you force the target to serve you. If the target was summoned through some other means, like a spell, the duration of the original spell is extended to match this spell's duration.\n\nOnce it is bound to you the target serves as best it can and follows your orders, but only to the letter of the instruction. A hostile or malevolent target actively seeks to take any advantage of errant phrasing to suit its nature. When a target completes a task you've assigned to it, if you are on the same plane of existence the target travels back to you to report it has done so. Otherwise, it returns to where it was bound and remains there until the spell ends.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "When using a 6th-level spell slot, its duration increases to 10 days. When using a 7th-level spell slot, its duration increases to 30 days. When using an 8th-level spell slot, its duration increases to 180 days. When using a 9th-level spell slot, its duration increases to a year and a day.", "target_type": "creature", "range": "60 feet", @@ -7911,7 +7911,7 @@ "desc": "Willing targets are transported to a plane of existence that you choose. If the destination is generally described, targets arrive near that destination in a location chosen by the Narrator. If you know the correct sequence of an existing teleportation circle (see teleportation circle), you can choose it as the destination (when the designated circle is too small for all targets to fit, any additional targets are shunted to the closest unoccupied spaces).\n\nAlternatively this spell can be used offensively to banish an unwilling target. You make a melee spell attack and on a hit the target makes a Charisma saving throw or is transported to a random location on a plane of existence that you choose. Once transported, you must spend 1 minute concentrating on this spell or the target returns to the last space it occupied (otherwise it must find its own way back).", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7942,7 +7942,7 @@ "desc": "You channel vitality into vegetation to achieve one of the following effects, chosen when casting the spell.\n\nEnlarged: Plants in the area are greatly enriched. Any harvests of the affected plants provide twice as much food as normal.\n\nRapid: All nonmagical plants in the area surge with the power of life. A creature that moves through the area must spend 4 feet of movement for every foot it moves. You can exclude one or more areas of any size from being affected.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -7973,7 +7973,7 @@ "desc": "The target becomes poisonous to the touch. Until the spell ends, whenever a creature within 5 feet of the target damages the target with a melee weapon attack, the creature makes a Constitution saving throw. On a failed save, the creature becomes poisoned and takes 1d6 ongoing poison damage.\n\nA poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.\n\nThe target of the spell also becomes bright and multicolored like a poisonous dart frog, giving it disadvantage on Dexterity (Stealth) checks.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "The target's skin is also covered in mucus, giving it advantage on saving throws and checks made to resist being grappled or restrained. In addition, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -8006,7 +8006,7 @@ "desc": "The target's body is transformed into a beast with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating, use its level.\n\nUntil the spell ends or it is dropped to 0 hit points, the target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen beast. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -8037,7 +8037,7 @@ "desc": "With but a word you snuff out the target's life and it immediately dies. If you cast this on a creature with more than 100 hit points, it takes 50 hit points of damage.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8068,7 +8068,7 @@ "desc": "You utter a powerful word that stuns a target with 150 hit points or less. At the end of the target's turn, it makes a Constitution saving throw to end the effect. If the target has more than 150 hit points, it is instead rattled until the end of its next turn.", "document": "a5esrd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -8130,7 +8130,7 @@ "desc": "You wield arcane energies to produce minor effects. Choose one of the following:\n\n* create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor).\n* clean or soil an object of 1 cubic foot or less.\n* light or snuff a flame.\n* chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour.\n* color or mark an object or surface for 1 hour.\n* create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round.\n\nYou may cast this spell multiple times, though only three effects may be active at a time. Dismissing each effect requires an action.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -8194,7 +8194,7 @@ "desc": "You create a nontransparent barrier of prismatic energy that sheds bright light in a 100-foot radius and dim light for an additional 100 feet. You and creatures you choose at the time of casting are immune to the barrier's effects and may pass through it at will.\n\nThe barrier can be created as either a vertical wall or a sphere. If the wall intersects a space occupied by a creature the spell fails, you lose your action, and the spell slot is wasted.\n\nWhen a creature that can see the barrier moves within 20 feet of the area or starts its turn within 20 feet of the area, it makes a Constitution saving throw or it is blinded for 1 minute.\n\nThe wall has 7 layers, each layer of a different color in order from red to violet. Once a layer is destroyed, it is gone for the duration of the spell.\n\nTo pass or reach through the barrier a creature does so one layer at a time and must make a Dexterity saving throw for each layer or be subjected to that layer's effects. On a successful save, any damage taken from a layer is reduced by half.\n\nA rod of cancellation can destroy a prismatic wall, but an antimagic field has no effect.\n\nRed: The creature takes 10d6 fire damage.\n\nWhile active, nonmagical ranged attacks can't penetrate the barrier. The layer is destroyed by 25 cold damage.\n\nOrange: The creature takes 10d6 acid damage. While active, magical ranged attacks can't penetrate the barrier. The layer is destroyed by strong winds.\n\nYellow: The creature takes 10d6 lightning damage. This layer is destroyed by 60 force damage.\n\nGreen: The creature takes 10d6 poison damage. A passwall spell, or any spell of equal or greater level which can create a portal on a solid surface, destroys the layer.\n\nBlue: The creature takes 10d6 cold damage.\n\nThis layer is destroyed by 25 fire damage.\n\nIndigo: The creature is restrained and makes a Constitution saving throw at the end of each of its turns. Once it accumulates three failed saves it permanently turns to stone, or when it accumulates three successful saves the effect ends. This layer can be destroyed by bright light, such as that created by the daylight spell or a spell of equal or greater level.\n\nViolet: The creature is blinded. At the start of your next turn, the creature makes a Wisdom saving throw, ending the effect on a success.\n\nOn a failed save, the creature is banished to another random plane and is no longer blind. If it originated from another plane it returns there, while other creatures are generally cast into the Astral Plane or Ethereal Plane. This layer can be destroyed by dispel magic or a similar spell of equal or greater level capable of ending spells or magical effects.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8227,7 +8227,7 @@ "desc": "You increase the magical security in an area, choosing one or more of the following:\n\n* sound cannot pass the edge of the area.\n* light and vision cannot pass the edge of the area.\n* sensors created by divination spells can neither enter the area nor appear within it.\n* creatures within the area cannot be targeted by divination spells.\n* nothing can teleport into or out of the area.\n* planar travel is impossible within the area.\n\nCasting this spell on the same area every day for a year makes the duration permanent.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "Increase the size of the sanctum by up to 100 feet for each slot level above 4th.", "target_type": "area", "range": "120 feet", @@ -8258,7 +8258,7 @@ "desc": "You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.\n\nThe spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "Self", @@ -8289,7 +8289,7 @@ "desc": "You craft an illusory object, creature, or other effect which executes a scripted performance when a specific condition is met within 30 feet of the area.\n\nYou must describe both the condition and the details of the performance upon casting. The trigger must be based on something that can be seen or heard.\n\nOnce the illusion triggers, it runs its performance for up to 5 minutes before it disappears and goes dormant for 10 minutes. The illusion is undetectable until then and only reactivates when the condition is triggered and after the dormant period has passed.\n\nA creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -8320,7 +8320,7 @@ "desc": "You create an illusory duplicate of yourself that looks and sounds like you but is intangible. The duplicate can appear anywhere within range as long as you have seen the space before (it ignores any obstacles in the way).\n\nYou can use an action to move this duplicate up to twice your Speed and make it speak and behave in whatever way you choose, mimicking your mannerism with perfect accuracy. You can use a bonus action to see through your duplicate's eyes and hear through its ears until the beginning of your next turn. During this time, you are blind and deaf to your body's surroundings.\n\nA creature can use an action to attempt an Investigation check against your spell save DC to reveal the spell's illusory nature. Physical interactions reveal the illusion for what it is as things can pass through it with ease. A creature aware of the illusion perceives the image as transparent and the sounds it generates hollow.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8351,7 +8351,7 @@ "desc": "Until the spell ends, the target has resistance to one of the following damage types: acid, cold, fire, lightning, thunder.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "For each slot level above 2nd, the target gains resistance to one additional type of damage listed above, with a maximum number equal to your spellcasting ability modifier.", "target_type": "creature", "range": "Touch", @@ -8382,7 +8382,7 @@ "desc": "The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target and are unable to charm, frighten, or possess the target.\n\nIf the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against that effect.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8413,7 +8413,7 @@ "desc": "The target has advantage on saving throws against being poisoned and resistance to poison damage.\n\nAdditionally, if the target is poisoned, you negate one poison affecting it. If more than one poison affects the target, you negate one poison you know is present (otherwise you negate one at random).", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8444,7 +8444,7 @@ "desc": "You remove all poison and disease from a number of Supply equal to your proficiency bonus.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Remove all poison and disease from an additional Supply for each slot level above 1st.", "target_type": "point", "range": "30 feet", @@ -8475,7 +8475,7 @@ "desc": "You unleash the discipline of your magical training and let arcane power burn from your fists, consuming the material components of the spell. Until the spell ends you have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and on each of your turns you can use an action to make a melee spell attack against a target within 5 feet that deals 4d8 force damage on a successful hit.\n\nFor the duration, you cannot cast other spells or concentrate on other spells. The spell ends early if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this spell early on your turn as a bonus action.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a spell slot of 5th- or 6th-level, the damage increases to 5d8.\n\nWhen using a spell slot of 7th- or 8th-level, the damage increases to 6d8\\. When using a spell slot of 9th-level, the damage increases to 7d8.", "target_type": "object", "range": "Self", @@ -8506,7 +8506,7 @@ "desc": "You return the target to life, provided its soul is willing and able to return to its body. The creature returns to life with 1 hit point. The spell cannot return an undead creature to life.\n\nThe spell cures any poisons and nonmagical diseases that affected the creature at the time of death. It does not remove any magical diseases, curses, or other magical effects; these must be removed prior to the spell being cast, otherwise they immediately take effect when the creature returns to life.\n\nThe spell does not regrow limbs or organs, and it automatically fails if the target is missing any body parts necessary for life (like its heart or head).\n\nBeing raised from the dead takes a toll on the body, mind, and spirit. The target suffers 3 levels of fatigue and strife. At the conclusion of each long rest, the target removes one level of fatigue and strife until the target completely recovers.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8537,7 +8537,7 @@ "desc": "You transform the land around you into a blasted hellscape. When you cast the spell, all nonmagical vegetation in the area immediately dies. In addition, you can create any of the following effects within the area. Fiends are immune to these effects, as are any creatures you specify at the time you cast the spell. A successful dispel magic ends a single effect, not the entire area.\n\nBrimstone Rubble. You can fill any number of unoccupied 5-foot squares in the area with smoldering brimstone. These spaces become difficult terrain. A creature that enters an affected square or starts its turn there takes 2d10 fire damage.\n\nField of Fear. Dread pervades the entire area.\n\nA creature that starts its turn in the area must make a successful Wisdom saving throw or be frightened until the start its next turn. While frightened, a creature must take the Dash action to escape the area by the safest available route on each of its turns. On a successful save, the creature becomes immune to this effect for 24 hours.\n\nSpawning Pits. The ground opens to create up to 6 pits filled with poisonous bile. Each pit fills a 10-foot cube that drops beneath the ground.\n\nWhen this spell is cast, any creature whose space is on a pit may make a Dexterity saving throw, moving to an unoccupied space next to the pit on a success. A creature that enters a pit or starts its turn there takes 15d6 poison damage, or half as much damage on a successful Constitution saving throw. A creature reduced to 0 hit points by this damage immediately dies and rises as a lemure at the start of its next turn. Lemures created this way obey your verbal commands, but they disappear when the spell ends or if they leave the area for any reason.\n\nUnhallowed Spires. Up to four spires of black ice rise from the ground in unoccupied 10-foot squares within the area. Each spire can be up to 66 feet tall and is immune to all damage and magical effects. Whenever a creature within 30 feet of a spire would regain hit points, it does not regain hit points and instead takes 3d6 necrotic damage.\n\nIf you maintain concentration on the spell for the full duration, the effects are permanent until dispelled.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "Self", @@ -8570,7 +8570,7 @@ "desc": "A black ray of necrotic energy shoots from your fingertip. Make a ranged spell attack against the target. On a hit, the target is weakened and only deals half damage with weapon attacks that use Strength.\n\nAt the end of each of the target's turns, it can make a Strength saving throw, ending the spell on a success.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8632,7 +8632,7 @@ "desc": "You touch a creature, causing its body to spontaneously heal itself. The target immediately regains 4d8 + 15 hit points and regains 10 hit points per minute (1 hit point at the start of each of its turns).\n\nIf the target is missing any body parts, the lost parts are restored after 2 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8663,7 +8663,7 @@ "desc": "You return the target to life, provided the target's soul is willing and able to return to its body. If you only have a piece of the target, the spell reforms a new adult body for the soul to inhabit. Once reincarnated the target remembers everything from its former life, and retains all its proficiencies, cultural traits, and class features.\n\nThe target's heritage traits change according to its new form. The Narrator chooses the form of the new body, or rolls on Table: Reincarnation.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8694,7 +8694,7 @@ "desc": "This spell ends a curse inflicted with a spell slot of 3rd-level or lower. If the curse was instead inflicted by a feature or trait, the spell ends a curse inflicted by a creature of Challenge Rating 6 or lower. If cast on a cursed object of Rare or lesser rarity, this spell breaks the owner's attunement to the item (although it does not end the curse on the object).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "For each slot level above 3rd, the spell ends a curse inflicted either by a spell one level higher or by a creature with a Challenge Rating two higher. When using a 6th-level spell slot, the spell breaks the owner's attunement to a Very Rare item.\n\nWhen using a 9th-level spell slot, the spell breaks the owner's attunement to a Legendary item.", "target_type": "creature", "range": "Touch", @@ -8756,7 +8756,7 @@ "desc": "The target gains an expertise die to one saving throw of its choice, ending the spell. The expertise die can be rolled before or after the saving throw is made.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8787,7 +8787,7 @@ "desc": "Provided the target's soul is willing and able to return to its body, so long as it is not undead it returns to life with all of its hit points.\n\nThe spell cures any poisons and nonmagical diseases that affected the target at the time of death.\n\nIt does not remove any magical diseases, curses, or other magical effects; these must be removed prior to the spell being cast, otherwise they immediately take effect when the target returns to life. The spell closes all mortal wounds and restores any missing body parts.\n\nBeing raised from the dead takes a toll on the body, mind, and spirit. The target takes a -4 penalty to attack rolls, saving throws, and ability checks.\n\nAt the conclusion of each long rest, the penalty is reduced by 1 until the target completely recovers.\n\nResurrecting a creature that has been dead for one year or longer is exhausting. Until you finish a long rest, you can't cast spells again and you have disadvantage on attack rolls, ability checks, and saving throws.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8818,7 +8818,7 @@ "desc": "Gravity reverses in the area. Any creatures or objects not anchored to the ground fall upward until they reach the top of the area. A creature may make a Dexterity saving throw to prevent the fall by grabbing hold of something. If a solid object (such as a ceiling) is encountered, the affected creatures and objects impact against it with the same force as a downward fall. When an object or creature reaches the top of the area, it remains suspended there until the spell ends.\n\nWhen the spell ends, all affected objects and creatures fall back down.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -8849,7 +8849,7 @@ "desc": "The target returns to life with 1 hit point. The spell does not restore any missing body parts and cannot return to life a creature that died of old age.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "Touch", @@ -8880,7 +8880,7 @@ "desc": "One end of the target rope rises into the air until it hangs perpendicular to the ground. At the upper end, a nearly imperceptible entrance opens to an extradimensional space that can fit up to 8 Medium or smaller creatures. The entrance can be reached by climbing the rope. Once inside, the rope can be pulled into the extradimensional space.\n\nNo spells or attacks can cross into or out of the extradimensional space. Creatures inside the extradimensional space can see out of a 3-foot-by- 5-foot window centered on its entrance. Creatures outside the space can spot the entrance with a Perception check against your spell save DC. If they can reach it, creatures can pass in and out of the space.\n\nWhen the spell ends, anything inside the extradimensional space falls to the ground.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8942,7 +8942,7 @@ "desc": "You ward a creature against intentional harm.\n\nAny creature that makes an attack against or casts a harmful spell against the target must first make a Wisdom saving throw. On a failed save, the attacking creature must choose a different creature to attack or it loses the attack or spell. This spell doesn't protect the target from area effects, such as an explosion.\n\nThis spell ends early when the target attacks or casts a spell that affects an enemy creature.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9006,7 +9006,7 @@ "desc": "You can see and hear a specific creature that you choose. The difficulty of the saving throw for this spell is modified by your knowledge of the target and whether you possess a physical item with a connection to the target.\n\nOn a failed save, you can see and hear the target through an invisible sensor that appears within 10 feet of it and moves with the target. Any creature who can see invisibility or rolls a critical success on its saving throw perceives the sensor as a fist-sized glowing orb hovering in the air. Creatures cannot see or hear you through the sensor.\n\nIf you choose to target a location, the sensor appears at that location and is immobile.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9037,7 +9037,7 @@ "desc": "You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete. Each creature in the area takes 3d4 psychic damage and is deafened for 1 round.\n\nCreatures who are unable to hear the equation, immune to psychic damage, or who have an Intelligence score lower than 4 are immune to this spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "Creatures are deafened for 1 additional round for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -9070,7 +9070,7 @@ "desc": "You stash a chest and its contents on the Ethereal Plane. To do so, you must touch the chest and its Tiny replica. The chest can hold up to 12 cubic feet of nonliving matter. Food stored in the chest spoils after 1 day.\n\nWhile the chest is in the Ethereal Plane, you can recall it to you at any point by using an action to touch the Tiny replica. The chest reappears in an unoccupied space on the ground within 5 feet of you. You can use an action at any time to return the chest to the Ethereal Plane so long as you are touching both the chest and its Tiny replica.\n\nThis effect ends if you cast the spell again on a different chest, if the replica is destroyed, or if you use an action to end the spell. After 60 days without being recalled, there is a cumulative 5% chance per day that the spell effect will end. If for whatever reason the spell ends while the chest is still in the Ethereal Plane, the chest and all of its contents are lost.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Touch", @@ -9101,7 +9101,7 @@ "desc": "You can see invisible creatures and objects, and you can see into the Ethereal Plane. Ethereal creatures and objects appear translucent.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9132,7 +9132,7 @@ "desc": "Up to four seeds appear in your hand and are infused with magic for the duration. As an action, a creature can throw one of these seeds at a point up to 60 feet away. Each creature within 5 feet of that point makes a Dexterity saving throw or takes 4d6 piercing damage. Depending on the material component used, a seed bomb also causes one of the following additional effects: Pinecone. Seed shrapnel explodes outward.\n\nA creature in the area of the exploding seed bomb makes a Constitution saving throw or it is blinded until the end of its next turn.\n\nSunflower. Seeds enlarge into a blanket of pointy needles. The area affected by the exploding seed bomb becomes difficult terrain for the next minute.\n\nTumbleweed. The weeds unravel to latch around creatures. A creature in the area of the exploding seed bomb makes a Dexterity saving throw or it becomes grappled until the end of its next turn.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -9165,7 +9165,7 @@ "desc": "Until the spell ends or you use an action to dispel it, you can change the appearance of the targets. The spell disguises their clothing, weapons, and items as well as changes to their physical appearance. An unwilling target can make a Charisma saving throw to avoid being affected by the spell.\n\nYou can alter the appearance of the target as you see fit, including but not limited to: its heritage, 1 foot of height, weight, clothing, tattoos, piercings, facial features, hair style and length, skin and eye coloration, sex and any other distinguishing features.\n\nYou cannot disguise the target as a creature of a different size category, and its limb structure remains the same; for example if it's bipedal, you can't use this spell to make it appear as a quadruped.\n\nThe disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat, for example, finds its hand passes straight through the figment. To see through your disguise without such an inspection, a creature must use its action to make an Investigation check against your spell save DC.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9227,7 +9227,7 @@ "desc": "You magically hide away a willing creature or object. The target becomes invisible, and it cannot be traced or detected by divination or scrying sensors. If the target is a living creature, it falls into a state of suspended animation and stops aging.\n\nThe spell ends when the target takes damage or a condition you set occurs. The condition can be anything you choose, like a set amount of time or a specific event, but it must occur within or be visible within 1 mile of the target.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9258,7 +9258,7 @@ "desc": "You assume the form of a creature of a Challenge Rating equal to or lower than your level. The creature cannot be an undead or a construct, and it must be a creature you have seen. You change into the average version of that creature, and do not gain any class levels or the Spellcasting trait.\n\nUntil the spell ends or you are dropped to 0 hit points, your game statistics (including your hit points) are replaced by the statistics of the chosen creature, though you keep your Charisma, Intelligence, and Wisdom scores. You also keep your skill and saving throw proficiencies as well as gaining the creature's. However, if you share a proficiency with the creature, and the creature's bonus is higher than yours, you use the creature's bonus. You keep all of your features, skills, and traits gained from your class, heritage, culture, background, or other sources, and can use them as long as the creature is physically capable of doing so. You do not keep any special senses, such as darkvision, unless the creature also has them. You can only speak if the creature is typically capable of speech. You cannot use legendary actions or lair actions. Your gear melds into the new form. Equipment that merges with your form has no effect until you leave the form.\n\nWhen you revert to your normal form, you return to the number of hit points you had before you transformed. If the spell's effect on you ends early from dropping to 0 hit points, any excess damage carries over to your normal form and knocks you unconscious if the damage reduces you to 0 hit points.\n\nUntil the spell ends, you can use an action to change into another form of your choice. The new form follows all the rules as the previous form, with one exception: if the new form has more hit points than your previous form, your hit points remain at their previous value.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9353,7 +9353,7 @@ "desc": "You create a shimmering arcane barrier between yourself and an oncoming attack. Until the spell ends, you gain a +5 bonus to your AC (including against the triggering attack) and any magic missile targeting you is harmlessly deflected.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9384,7 +9384,7 @@ "desc": "Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "The bonus to AC increases by +1 for every three slot levels above 1st.", "target_type": "creature", "range": "60 feet", @@ -9415,7 +9415,7 @@ "desc": "You imbue the target with nature's magical energy. Until the spell ends, the target becomes a magical weapon (if it wasn't already), its damage becomes 1d8, and you can use your spellcasting ability instead of Strength for melee attack and damage rolls made using it. The spell ends if you cast it again or let go of the target.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -9477,7 +9477,7 @@ "desc": "Until the spell ends, a bubble of silence envelops the area, and no sound can travel in or out of it.\n\nWhile in the area a creature is deafened and immune to thunder damage. Casting a spell that requires a vocalized component is impossible while within the area.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9508,7 +9508,7 @@ "desc": "You create an illusory image of a creature, object, or other visible effect within the area. The illusion is purely visual, it cannot produce sound or smell, and items and other creatures pass through it.\n\nAs an action, you can move the image to any point within range. The image's movement can be natural and lifelike (for example, a ball will roll and a bird will fly).\n\nA creature can spend an action to make an Investigation check against your spell save DC to determine if the image is an illusion. On a success, it is able to see through the image.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9539,7 +9539,7 @@ "desc": "You sculpt an illusory duplicate of the target from ice and snow. The duplicate looks exactly like the target and uses all the statistics of the original, though it is formed without any gear, and has only half of the target's hit point maximum. The duplicate is a creature, can take actions, and be affected like any other creature. If the target is able to cast spells, the duplicate cannot cast spells of 7th-level or higher.\n\nThe duplicate is friendly to you and creatures you designate. It follows your spoken commands, and moves and acts on your turn in combat. It is a static creature and it does not learn, age, or grow, so it never increases in levels and cannot regain any spent spell slots.\n\nWhen the simulacrum is damaged you can repair it in an alchemy lab using components worth 100 gold per hit point it regains. The simulacrum remains until it is reduced to 0 hit points, at which point it crumbles into snow and melts away immediately.\n\nIf you cast this spell again, any existing simulacrum you have created with this spell is instantly destroyed.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "point", "range": "Touch", @@ -9570,7 +9570,7 @@ "desc": "You send your enemies into a magical slumber.\n\nStarting with the target with the lowest hit points (ignoring unconscious creatures), targets within the area fall unconscious in ascending order according to their hit points. Slumbering creatures stay asleep until the spell ends, they take damage, or someone uses an action to physically wake them.\n\nAs each target falls asleep, subtract its hit points from the total before moving on to the next target.\n\nA target's hit points must be equal to or less than the total remaining for the spell to have any effect.\n\nIf the spell puts no creatures to sleep, the creature in the area with the lowest hit point total is rattled until the beginning of its next turn.\n\nConstructs and undead are not affected by this spell.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell affects an additional 2d10 hit points worth of creatures for each slot level above 1st.", "target_type": "point", "range": "60 feet", @@ -9601,7 +9601,7 @@ "desc": "You conjure a storm of freezing rain and sleet in the area. The ground in the area is covered with slick ice that makes it difficult terrain, exposed flames in the area are doused, and the area is heavily obscured.\n\nWhen a creature enters the area for the first time on a turn or starts its turn there, it makes a Dexterity saving throw or falls prone.\n\nWhen a creature concentrating on a spell starts its turn in the area or first enters into the area on a turn, it makes a Constitution saving throw or loses concentration.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9632,7 +9632,7 @@ "desc": "You alter the flow of time around your targets and they become slowed. On a successful saving throw, a target is rattled until the end of its next turn.\n\nIn addition, if a slowed target casts a spell with a casting time of 1 action, roll a d20\\. On an 11 or higher, the target doesn't finish casting the spell until its next turn. The target must use its action on that turn to complete the spell or the spell fails.\n\nAt the end of each of its turns, a slowed target repeats the saving throw to end the spell's effect on it.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9663,7 +9663,7 @@ "desc": "The target's hands harden with inner power, turning dexterous fingers into magical iron cudgels.\n\nUntil the spell ends, the target drops anything it is holding and cannot use its hands to grasp objects or perform complex tasks. A target can still cast any spell that does not specifically require its hands.\n\nWhen making unarmed strikes, the target can use its spellcasting ability or Dexterity (its choice) instead of Strength for the attack and damage rolls of unarmed strikes. In addition, the target's unarmed strikes deal 1d8 bludgeoning damage and count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -9694,7 +9694,7 @@ "desc": "A jolt of healing energy flows through the target and it becomes stable.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9725,7 +9725,7 @@ "desc": "You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness is filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things they have recently perceived. At the Narrator's discretion, you might be able to persuade a beast to perform a small favor for you.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9756,7 +9756,7 @@ "desc": "You call forth the target's memories, animating it enough to answer 5 questions. The corpse's knowledge is limited: it knows only what it knew in life and cannot learn new information or speak about anything that has occurred since its death. It speaks only in the languages it knew, and is under no compulsion to offer a truthful answer if it has reason not to. Answers might be brief, cryptic, or repetitive.\n\nThis spell does not return a departed soul, nor does it have any effect on an undead corpse, or one without a mouth.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9787,7 +9787,7 @@ "desc": "Your voice takes on a magical timbre, awakening the targets to limited sentience. Until the spell ends, the targets can communicate with you and follow simple commands, telling you about recent events including creatures that have passed, weather, and nearby locations.\n\nThe targets have a limited mobility: they can move their branches, tendrils, and stalks freely. This allows them to turn ordinary terrain into difficult terrain, or make difficult terrain caused by vegetation into ordinary terrain for the duration as vines and branches move at your request. This spell can also release a creature restrained by an entangle spell.\n\nAt the Narrator's discretion the targets may be able to perform other tasks, though each must remain rooted in place. If a plant creature is in the area, you can communicate with it but it is not compelled to follow your requests.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9818,7 +9818,7 @@ "desc": "The target gains the ability to walk on walls and upside down on ceilings, as well as a climbing speed equal to its base Speed.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "You can affect one additional target for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -9849,7 +9849,7 @@ "desc": "You cause sharp spikes and thorns to sprout in the area, making it difficult terrain. When a creature enters or moves within the area, it takes 2d4 piercing damage for every 5 feet it travels.\n\nYour magic causes the ground to look natural. A creature that can't see the area when the spell is cast can spot the hazardous terrain just before entering it by making a Perception check against your spell save DC.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -9882,7 +9882,7 @@ "desc": "You call down spirits of divine fury, filling the area with flitting spectral forms. You choose the form taken by the spirits.\n\nCreatures of your choice halve their Speed while in the area. When a creature enters the area for the first time on a turn or starts its turn there, it takes 3d6 radiant or necrotic damage (your choice).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "area", "range": "Self", @@ -9978,7 +9978,7 @@ "desc": "You create a roiling, noxious cloud that hinders creatures and leaves them retching. The cloud spreads around corners and lingers in the air until the spell ends.\n\nThe area is heavily obscured. A creature in the area at the start of its turn makes a Constitution saving throw or uses its action to retch and reel.\n\nCreatures that don't need to breathe or are immune to poison automatically succeed on the save.\n\nA moderate wind (10 miles per hour) disperses the cloud after 4 rounds, a strong wind (20 miles per hour) after 1 round.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "The spell's area increases by 5 feet for every 2 slot levels above 3rd.", "target_type": "creature", "range": "120 feet", @@ -10009,7 +10009,7 @@ "desc": "You reshape the target into any form you choose.\n\nFor example, you could shape a large rock into a weapon, statue, or chest, make a small passage through a wall (as long as it isn't more than 5 feet thick), seal a stone door shut, or create a hiding place. The target can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "You may select one additional target for every slot level above 4th.", "target_type": "object", "range": "Touch", @@ -10040,7 +10040,7 @@ "desc": "Until the spell ends, the target's flesh becomes as hard as stone and it gains resistance to nonmagical bludgeoning, piercing, and slashing damage.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When using a 7th-level spell slot, the target gains resistance to magical bludgeoning, piercing, and slashing damage.", "target_type": "creature", "range": "Touch", @@ -10071,7 +10071,7 @@ "desc": "You must be able to move in order to cast this spell.\n\nYou leap into the air and flash across the battlefield, arriving feet-first with the force of a thunderbolt. As part of casting this spell, make a ranged spell attack against a creature you can see within range. If you hit, you instantly flash to an open space of your choosing adjacent to the target, dealing bludgeoning damage equal to 1d6 + your spellcasting modifier plus 3d8 thunder damage and 6d8 lightning damage. If your unarmed strike normally uses a larger die, use that instead of a d6\\. If you miss, you may still choose to teleport next to the target.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When using a 6th-level spell slot or higher, if you are able to make more than one attack when you take the Attack action, you may make an additional melee weapon attack against the target. When using a 7th-level spell slot, you may choose an additional target within 30 feet of the target for each spell slot level above 6th, forcing each additional target to make a Dexterity saving throw or take 6d8 lightning damage.", "target_type": "creature", "range": "120 feet", @@ -10102,7 +10102,7 @@ "desc": "You conjure a churning storm cloud that spreads to cover the target area. As it forms, lightning and thunder mix with howling winds, and each creature beneath the cloud makes a Constitution saving throw or takes 2d6 thunder damage and becomes deafened for 5 minutes.\n\nUntil the spell ends, at the start of your turn the cloud produces additional effects: Round 2\\. Acidic rain falls throughout the area dealing 1d6 acid damage to each creature and object beneath the cloud.\n\nRound 3\\. Lightning bolts strike up to 6 creatures or objects of your choosing that are beneath the cloud (no more than one bolt per creature or object). A creature struck by this lightning makes a Dexterity saving throw, taking 10d6 lightning damage on a failed save, or half damage on a successful save.\n\nRound 4\\. Hailstones fall throughout the area dealing 2d6 bludgeoning damage to each creature beneath the cloud.\n\nRound 5�10\\. Gusts and freezing rain turn the area beneath the cloud into difficult terrain that is heavily obscured. Ranged weapon attacks are impossible while a creature or its target are beneath the cloud. When a creature concentrating on a spell starts its turn beneath the cloud or enters into the area, it makes a Constitution saving throw or loses concentration. Gusts of strong winds between 20�50 miles per hour automatically disperse fog, mists, and similar effects (whether mundane or magical). Finally, each creature beneath the cloud takes 1d6 cold damage.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "Sight", @@ -10135,7 +10135,7 @@ "desc": "Creatures that cannot be charmed are immune to this spell. Suggest an activity phrased in a sentence or two. The target is magically influenced to follow that course of activity. The suggestion must be worded to sound reasonable. Asking the target to perform an action that is obviously harmful to it ends the spell.\n\nThe target carries out the activity suggested by you as well as it can. The activity can last for the duration of the spell, and if it requires less time the spell ends after the target has carried out the activity.\n\nYou may specify trigger conditions that cause the target to perform a specific activity while the spell lasts. For example, you may suggest that the target takes off its clothes and dives the next time it sees a body of water. If the target does not see a body of water before the spell ends, the specific activity isn't performed.\n\nAny damage done to the target by you or an ally ends the spell for that creature.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When using a 4th-level spell slot, the duration is concentration, up to 24 hours. When using a 5th-level spell slot, the duration is 7 days. When using a 7th-level spell slot, the duration is 1 year. When using a 9th-level spell slot, the suggestion lasts until it is dispelled.\n\nAny use of a 5th-level or higher spell slot grants a duration that doesn't require concentration.", "target_type": "creature", "range": "30 feet", @@ -10232,7 +10232,7 @@ "desc": "You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.\n\nDescribe the actions a creature must perform to trigger the spell, such as approaching within a certain distance, opening or touching the object the glyph is inscribed on, or seeing or reading the glyph. The creature must have a clear path to the glyph to trigger it. You can specify certain creatures which don't trigger the spell, such as those with a certain appearance or those who speak a certain phrase. Once the glyph is triggered, the spell ends.\n\nWhen triggered, the glyph sheds dim light in a 60-foot radius for 10 minutes, after which the spell ends. Each creature within the sphere's area is targeted by the glyph, as are creatures that enter the sphere for the first time on a turn.\n\nWhen you cast the spell, choose one of the following effects.\n\nDeath: Creatures in the area make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much on a successful save.\n\nDiscord: Creatures in the area make a Constitution saving throw or bicker and argue with other creatures for 1 minute. While bickering, a creature cannot meaningfully communicate and it has disadvantage on attack rolls and ability checks.\n\nConfused: Creatures in the area make an Intelligence saving throw or become confused for 1 minute.\n\nFear: Creatures in the area make a Wisdom saving throw or are frightened for 1 minute.\n\nWhile frightened, a creature drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns.\n\nHopelessness: Creatures in the area make a Charisma saving throw or become overwhelmed with despair for 1 minute. While despairing, a creature can't attack or target any creature with harmful features, spells, traits, or other magical effects.\n\nPain: Creatures in the area make a Constitution saving throw or become incapacitated for 1 minute.\n\nSleep: Creatures in the area make a Wisdom saving throw or fall unconscious for 10 minutes.\n\nA sleeping creature awakens if it takes damage or an action is used to wake it.\n\nStunning: Creatures in the area make a Wisdom saving throw or become stunned for 1 minute.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10263,7 +10263,7 @@ "desc": "You quietly play a tragedy, a song that fills those around you with magical sorrow. Each creature in the area makes a Charisma saving throw at the start of its turn. On a failed save, a creature takes 2d4 psychic damage, it spends its action that turn crying, and it can't take reactions until the start of its next turn. Creatures that are immune to the charmed condition automatically succeed on this saving throw.\n\nIf a creature other than you hears the entire song (remaining within the spell's area from the casting through the duration) it is so wracked with sadness that it is stunned for 1d4 rounds.\n\nYou cannot cast another spell through your spellcasting focus while concentrating on this spell.", "document": "a5esrd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "The damage increases by 2d4 for each slot level above 4th.", "target_type": "creature", "range": "Self", @@ -10296,7 +10296,7 @@ "desc": "You move the target with the power of your mind.\n\nUntil the spell ends you can use an action on subsequent turns to pick a new target or continue to affect the same target. Depending on whether you target a creature or an object, the spell has the following effects:\n\n**Creature.** The target makes a Strength check against your spell save DC or it is moved up to 30 feet in any direction and restrained (even in mid-air) until the end of your next turn. You cannot move a target beyond the range of the spell.\n\n**Object.** You move the target 30 feet in any direction. If the object is worn or carried by a creature, that creature can make a Strength check against your spell save DC. If the target fails, you pull the object away from that creature and can move it up to 30 feet in any direction, but not beyond the range of the spell.\n\nYou can use telekinesis to finely manipulate objects as though you were using them yourself—you can open doors and unscrew lids, dip a quill in ink and make it write, and so on.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When using an 8th-level spell slot, this spell does not require your concentration.", "target_type": "creature", "range": "60 feet", @@ -10358,7 +10358,7 @@ "desc": "You teleport the targets instantly across vast distances. When you cast this spell, choose a destination. You must know the location you're teleporting to, and it must be on the same plane of existence.\n\nTeleportation is difficult magic and you may arrive off-target or somewhere else entirely depending on how familiar you are with the location you're teleporting to. When you teleport, the Narrator rolls 1d100 and consults Table: Teleport Familiarity.\n\nFamiliarity is determined as follows: Permanent Circle: A permanent teleportation circle whose sigil sequence you know (see teleportation circle).\n\nAssociated Object: You have an object taken from the target location within the last 6 months, such as a piece of wood from the pew in a grand temple or a pinch of grave dust from a vampire's hidden redoubt.\n\nVery Familiar: A place you have frequented, carefully studied, or can see at the time you cast the spell.\n\nSeen Casually: A place you have seen more than once but don't know well. This could be a castle you've passed by but never visited, or the farms you look down on from your tower of ivory.\n\nViewed Once: A place you have seen once, either in person or via magic.\n\nDescription: A place you only know from someone else's description (whether spoken, written, or even marked on a map).\n\nFalse Destination: A place that doesn't actually exist. This typically happens when someone deceives you, either intentionally (like a wizard creating an illusion to hide their actual tower) or unintentionally (such as when the location you attempt to teleport to no longer exists).\n\nYour arrival is determined as follows: On Target: You and your targets arrive exactly where you mean to.\n\nOff Target: You and your targets arrive some distance away from the target in a random direction. The further you travel, the further away you are likely to arrive. You arrive off target by a number of miles equal to 1d10 × 1d10 percent of the total distance of your trip.\n\nIf you tried to travel 1, 000 miles and roll a 2 and 4 on the d10s, you land 6 percent off target and arrive 60 miles away from your intended destination in a random direction. Roll 1d8 to randomly determine the direction: 1—north, 2 —northeast, 3 —east, 4 —southeast, 5—south, 6 —southwest, 7—west, 8—northwest.\n\nSimilar Location: You and your targets arrive in a different location that somehow resembles the target area. If you tried to teleport to your favorite inn, you might end up at a different inn, or in a room with much of the same decor.\n\nTypically you appear at the closest similar location, but that is not always the case.\n\nMishap: The spell's magic goes awry, and each teleporting creature or object takes 3d10 force damage. The Narrator rerolls on the table to determine where you arrive. When multiple mishaps occur targets take damage each time.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Special", @@ -10391,7 +10391,7 @@ "desc": "You draw a 10-foot diameter circle on the ground and open within it a shimmering portal to a permanent teleportation circle elsewhere in the world. The portal remains open until the end of your next turn. Any creature that enters the portal instantly travels to the destination circle.\n\nPermanent teleportation circles are commonly found within major temples, guilds, and other important locations. Each circle has a unique sequence of magical runes inscribed in a certain pattern called a sigil sequence.\n\nWhen you cast teleportation circle, you inscribe runes that match the sigil sequence of a teleportation circle you know. When you first gain the ability to cast this spell, you learn the sigil sequences for 2 destinations on the Material Plane, determined by the Narrator. You can learn a new sigil sequence with 1 minute of observation and study.\n\nCasting the spell in the same location every day for a year creates a permanent teleportation circle with its own unique sigil sequence. You do not need to teleport when casting the spell to make a permanent destination.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10422,7 +10422,7 @@ "desc": "You draw upon divine power and create a minor divine effect. When you cast the spell, choose one of the following:\n\n* Your voice booms up to three times louder than normal\n* You cause flames to flicker, brighten, dim, or change color\n* You send harmless tremors throughout the ground.\n* You create an instantaneous sound, like ethereal chimes, sinister laughter, or a dragon's roar at a point of your choosing within range.\n* You instantaneously cause an unlocked door or window to fly open or slam shut.\n* You alter the appearance of your eyes.\n\nLingering effects last until the spell ends. If you cast this spell multiple times, you can have up to 3 of the lingering effects active at a time, and can dismiss an effect at any time on your turn.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -10484,7 +10484,7 @@ "desc": "You stop time, granting yourself extra time to take actions. When you cast the spell, the world is frozen in place while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.\n\nThe spell ends if you move more than 1, 000 feet from where you cast the spell, or if you affect either a creature other than yourself or an object worn or carried by someone else.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10546,7 +10546,7 @@ "desc": "The target understands any words it hears, and when the target speaks its words are understood by creatures that know at least one language.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10577,7 +10577,7 @@ "desc": "You create a magical pathway between the target and a second plant that you've seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10608,7 +10608,7 @@ "desc": "Until the spell ends, creatures have disadvantage on Sleight of Hand checks made against the target.\n\nIf a creature fails a Sleight of Hand check to steal from the target, the ward creates a loud noise and a flash of bright light easily heard and seen by creatures within 100 feet.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10639,7 +10639,7 @@ "desc": "Until the spell ends, once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree. If you have no movement left, you appear within 5 feet of the tree you entered.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "Target one additional creature within reach for each slot level above 5th.", "target_type": "creature", "range": "Self", @@ -10670,7 +10670,7 @@ "desc": "The target is transformed until it drops to 0 hit points or the spell ends. You can make the transformation permanent by concentrating on the spell for the full duration.\n\nCreature into Creature: The target's body is transformed into a creature with a Challenge Rating equal to or less than its own. If the target doesn't have a Challenge Rating, use its level.\n\nThe target's game statistics (including its hit points and mental ability scores) are replaced by the statistics of the chosen creature. The target is limited to actions that it is physically capable of doing, and it can't speak or cast spells. The target's gear melds into the new form. Equipment that merges with a target's form has no effect until it leaves the form.\n\nWhen the target reverts to its normal form, it returns to the number of hit points it had before it transformed. If the spell's effects on the target end early from dropping to 0 hit points, any excess damage carries over to its normal form and knocks it unconscious if the damage reduces it to 0 hit points.\n\nObject into Creature: The target is transformed into any kind of creature, as long as the creature's size isn't larger than the object's size and it has a Challenge Rating of 9 or less. The creature is friendly to you and your allies and acts on each of your turns. You decide what action it takes and how it moves. The Narrator has the creature's statistics and resolves all of its actions and movement.\n\nIf the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n\nCreature into Object: You turn the target and whatever it is wearing and carrying into an object. The target's game statistics are replaced by the statistics of the chosen object. The target has no memory of time spent in this form, and when the spell ends it returns to its normal form.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -10701,7 +10701,7 @@ "desc": "Provided the target's soul is willing and able to return to its body, it returns to life with all of its hit points.\n\nThe spell cures any poisons and diseases that affected the target at the time of death, closes all mortal wounds, and restores any missing body parts.\n\nIf no body (or body parts) exist, you can still cast the spell but must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you. This option requires diamonds worth at least 50, 000 gold (consumed by the spell).", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10732,7 +10732,7 @@ "desc": "Until the spell ends, the target gains truesight to a range of 120 feet. The target also notices secret doors hidden by magic.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10763,7 +10763,7 @@ "desc": "You gain an innate understanding of the defenses of a creature or object in range. You have advantage on your first attack roll made against the target before the end of your next turn.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10794,7 +10794,7 @@ "desc": "A meteor ripped from diabolical skies streaks through the air and explodes at a point you can see 100 feet directly above you. The spell fails if you can't see the point where the meteor explodes.\n\nEach creature within range that can see the meteor (other than you) makes a Dexterity saving throw or is blinded until the end of your next turn. Fiery chunks of the meteor then plummet to the ground at different areas you choose within range. Each creature in an area makes a Dexterity saving throw, taking 6d6 fire damage and 6d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature in more than one area is affected only once.\n\nThe spell damages objects in the area and ignites flammable objects that aren't being worn or carried.", "document": "a5esrd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -10825,7 +10825,7 @@ "desc": "You create an invisible, mindless, shapeless force to perform simple tasks. The servant appears in an unoccupied space on the ground that you can see and endures until it takes damage, moves more than 60 feet away from you, or the spell ends. It has AC 10, a Strength of 2, and it can't attack.\n\nYou can use a bonus action to mentally command it to move up to 15 feet and interact with an object.\n\nThe servant can do anything a humanoid servant can do —fetching things, cleaning, mending, folding clothes, lighting fires, serving food, pouring wine, and so on. Once given a command the servant performs the task to the best of its ability until the task is completed, then waits for its next command.", "document": "a5esrd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "You create an additional servant for each slot level above 1st.", "target_type": "point", "range": "60 feet", @@ -10856,7 +10856,7 @@ "desc": "Shadows roil about your hand and heal you by siphoning away the life force from others. On the round you cast it, and as an action on subsequent turns until the spell ends, you can make a melee spell attack against a creature within your reach.\n\nOn a hit, you deal 3d6 necrotic damage and regain hit points equal to half the amount of necrotic damage dealt.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "The damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -10918,7 +10918,7 @@ "desc": "You verbally insult or mock the target so viciously its mind is seared. As long as the target hears you (understanding your words is not required) it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.", "document": "a5esrd", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -11108,7 +11108,7 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns on a solid surface. You can choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.\n\nWhen the wall appears, each creature within its area makes a Dexterity saving throw, taking 7d8 piercing damage on a failed save, or half as much damage on a successful save.\n\nA creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. The first time a creature enters the wall on a turn or ends its turn there, it makes a Dexterity saving throw, taking 7d8 slashing damage on a failed save, or half as much damage on a successful save.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "Damage dealt by the wall increases by 1d8 for each slot level above 6th.", "target_type": "creature", "range": "120 feet", @@ -11139,7 +11139,7 @@ "desc": "Until the spell ends, the target is warded by a mystic connection between it and you. While the target is within 60 feet it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Each time it takes damage, you take an equal amount of damage.\n\nThe spell ends if you are reduced to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if you use an action to dismiss it, or if the spell is cast again on either you or the target.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "The duration increases by 1 hour for each slot level above 2nd.", "target_type": "point", "range": "Touch", @@ -11170,7 +11170,7 @@ "desc": "Your senses sharpen, allowing you to anticipate incoming attacks and find weaknesses in the defenses of your foes. Until the spell ends, creatures cannot gain bonuses (like those granted by bless or expertise dice) or advantage on attack rolls against you. In addition, none of your movement provokes opportunity attacks, and you ignore nonmagical difficult terrain. Finally, you can end the spell early to treat a single weapon attack roll as though you had rolled a 15 on the d20.", "document": "a5esrd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "For each slot level above 5th, you can also apply this spell's benefits to an additional creature you can see within 30 feet.", "target_type": "creature", "range": "Self", @@ -11201,7 +11201,7 @@ "desc": "Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -11232,7 +11232,7 @@ "desc": "Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it was solid ground.\n\nCreatures can still take damage from surfaces that would deliver damage from corrosion or extreme temperatures, but they do not sink while moving across it.\n\nA target submerged in a liquid is moved to the surface of the liquid at a rate of 60 feet per round.", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "The duration increases by 1 hour for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -11263,7 +11263,7 @@ "desc": "Thick, sticky webs fill the area, lightly obscuring it and making it difficult terrain.\n\nYou must anchor the webs between two solid masses (such as walls or trees) or layer them across a flat surface. If you don't the conjured webs collapse and at the start of your next turn the spell ends.\n\nWebs layered over a flat surface are 5 feet deep.\n\nEach creature that starts its turn in the webs or that enters them during its turn makes a Dexterity saving throw or it is restrained as long as it remains in the webs (or until the creature breaks free).\n\nA creature restrained by the webs can escape by using its action to make a Strength check against your spell save DC.\n\nAny 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When using a 4th-level spell slot, you also summon a giant wolf spider in an unoccupied space within the web's area. When using a 6th-level spell slot, you summon up to two spiders.\n\nWhen using a 7th-level spell slot, you summon up to three spiders. The spiders are friendly to you and your companions. Roll initiative for the spiders as a group, which have their own turns. The spiders obey your verbal commands, but they disappear when the spell ends or when they leave the web's area.", "target_type": "area", "range": "60 feet", @@ -11294,7 +11294,7 @@ "desc": "You create illusions which manifest the deepest fears and worst nightmares in the minds of all creatures in the spell's area. Each creature in the area makes a Wisdom saving throw or becomes frightened until the spell ends. At the end of each of a frightened creature's turns, it makes a Wisdom saving throw or it takes 4d10 psychic damage. On a successful save, the spell ends for that creature.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -11327,7 +11327,7 @@ "desc": "You must be able to move in order to cast this spell. You leap into the air and spin like a tornado, striking foes all around you with supernatural force as you fly up to 60 feet in a straight line. Your movement (which does not provoke attacks of opportunity) must end on a surface that can support your weight or you fall as normal.\n\nAs part of the casting of this spell, make a melee spell attack against any number of creatures in the area. On a hit, you deal your unarmed strike damage plus 2d6 thunder damage. In addition, creatures in the area make a Dexterity saving throw or are either pulled 10 feet closer to you or pushed 10 feet away (your choice).", "document": "a5esrd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "The extra thunder damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -11389,7 +11389,7 @@ "desc": "The targets assume a gaseous form and appear as wisps of cloud. Each target has a flying speed of 300 feet and resistance to damage from nonmagical weapons, but the only action it can take is the Dash action or to revert to its normal form (a process that takes 1 minute during which it is incapacitated and can't move).\n\nUntil the spell ends, a target can change again to cloud form (in an identical transformation process).\n\nWhen the effect ends for a target flying in cloud form, it descends 60 feet each round for up to 1 minute or until it safely lands. If the target can't land after 1 minute, the creature falls the rest of the way normally.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -11451,7 +11451,7 @@ "desc": "This is the mightiest of mortal magics and alters reality itself.\n\nThe safest use of this spell is the duplication of any other spell of 8th-level or lower without needing to meet its requirements (including components).\n\nYou may instead choose one of the following:\n\n* One nonmagical object of your choice that is worth up to 25, 000 gold and no more than 300 feet in any dimension appears in an unoccupied space you can see on the ground.\n* Up to 20 creatures that you can see to regain all their hit points, and each is further healed as per the greater restoration spell.\n* Up to 10 creatures that you can see gain resistance to a damage type you choose.\n* Up to 10 creatures you can see gain immunity to a single spell or other magical effect for 8 hours.\n* You force a reroll of any roll made within the last round (including your last turn). You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.\n\nYou might be able to achieve something beyond the scope of the above examples. State your wish to the Narrator as precisely as possible, being very careful in your wording. Be aware that the greater the wish, the greater the chance for an unexpected result. This spell might simply fizzle, your desired outcome might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. The Narrator has the final authority in ruling what occurs—and reality is not tampered with lightly.\n\n**_Multiple Wishes:_** The stress of casting this spell to produce any effect other than duplicating another spell weakens you. Until finishing a long rest, each time you cast a spell you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented. In addition, your Strength drops to 3 for 2d4 days (if it isn't 3 or lower already). For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33% chance that you are unable to cast wish ever again.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Self", @@ -11482,7 +11482,7 @@ "desc": "The targets instantly teleport to a previously designated sanctuary, appearing in the nearest unoccupied space to the spot you designated when you prepared your sanctuary.\n\nYou must first designate a sanctuary by casting this spell within a location aligned with your faith, such as a temple dedicated to or strongly linked to your deity.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "5 feet", @@ -11513,7 +11513,7 @@ "desc": "You call a Gargantuan monstrosity from the depths of the world to carry you and your allies across great distances. When you cast this spell, the nearest purple worm within range is charmed by you and begins moving toward a point on the ground that you can see. If there are no purple worms within range, the spell fails. The earth rumbles slightly as it approaches and breaks through the surface. Any creatures within 20 feet of that point must make a Dexterity saving throw or be knocked prone and pushed 10 feet away from it.\n\nUpon emerging, the purple worm lays down before you and opens its maw. Targets can climb inside where they are enclosed in an impervious hemispherical dome of force.\n\nOnce targets are loaded into the purple worm, nothing—not physical objects, energy, or other spell effects —can pass through the barrier, in or out, though targets in the sphere can breathe there. The hemisphere is immune to all damage, and creatures and objects inside can't be damaged by attacks or effects originating from outside, nor can a target inside the hemisphere damage anything outside it.\n\nThe atmosphere inside the dome is comfortable and dry regardless of conditions outside it.\n\nThe purple worm waits until you give it a mental command to depart, at which point it dives back into the ground and travels, without need for rest or food, as directly as possible while avoiding obstacles to a destination known to you. It travels 150 miles per day.\n\nWhen the purple worm reaches its destination it surfaces, the dome vanishes, and it disgorges the targets in its mouth before diving back into the depths again.\n\nThe purple worm remains charmed by you until it has delivered you to your destination and returned to the depths, or until it is attacked at which point the charm ends, it vomits its targets in the nearest unoccupied space as soon as possible, and then retreats to safety.", "document": "a5esrd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "150 miles", @@ -11544,7 +11544,7 @@ "desc": "As part of the casting of this spell, you lay down in the coffin on a patch of bare earth and it buries itself. Over the following week, you are incapacitated and do not need air, food, or sleep. Your insides are eaten by worms, but you do not die and your skin remains intact. If you are exhumed during this time, or if the spell is otherwise interrupted, you die.\n\nAt the end of the week, the transformation is complete and your true form is permanently changed. Your appearance is unchanged but underneath your skin is a sentient mass of worms. Any creature that makes a Medicine check against your spell save DC realizes that there is something moving underneath your skin.\n\nYour statistics change in the following ways:\n\n* Your type changes to aberration, and you do not age or require sleep.\n* You cannot be healed by normal means, but you can spend an action or bonus action to consume 2d6 live worms, regaining an equal amount of hit points by adding them to your body.\n* You can sense and telepathically control all worms that have the beast type and are within 60 feet of you.\n\nIn addition, you are able to discard your shell of skin and travel as a writhing mass of worms. As an action, you can abandon your skin and pour out onto the ground. In this form you have the statistics of **swarm of insects** with the following exceptions: you keep your hit points, Wisdom, Intelligence, and Charisma scores, and proficiencies. You know but cannot cast spells in this form. You also gain a burrow speed of 10 feet. Any worms touching you instantly join with your swarm, granting you a number of temporary hit points equal to the number of worms that join with your form (maximum 40 temporary hit points). These temporary hit points last until you are no longer in this form.\n\nIf you spend an hour in the same space as a dead creature of your original form's size, you can eat its insides and inhabit its skin in the same way you once inhabited your own. While you are in your swarm form, the most recent skin you inhabited remains intact and you can move back into a previously inhabited skin in 1 minute. You have advantage on checks made to impersonate a creature while wearing its skin.", "document": "a5esrd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11575,7 +11575,7 @@ "desc": "You create a zone that minimizes deception. Any creature that is able to be charmed can't speak a deliberate lie while in the area.\n\nAn affected creature is aware of the spell and can choose not to speak, or it might be evasive in its communications. A creature that enters the zone for the first time on its turn or starts its turn there must make a Charisma saving throw. On a failed save, the creature takes 2d4 psychic damage when it intentionally tries to mislead or occlude important information. Each time the spell damages a creature, it makes a Deception check (DC 8 + the damage dealt) or its suffering is obvious. You know whether a creature succeeds on its saving throw", "document": "a5esrd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", diff --git a/data/v2/en-publishing/a5esrd/SpellSchool.json b/data/v2/en-publishing/a5esrd/SpellSchool.json new file mode 100644 index 00000000..4d04ad6f --- /dev/null +++ b/data/v2/en-publishing/a5esrd/SpellSchool.json @@ -0,0 +1,11 @@ +[ +{ + "model": "api_v2.spellschool", + "pk": "transformation", + "fields": { + "name": "Transformation", + "desc": "No description provided by A5e.", + "document": "a5esrd" + } +} +] diff --git a/data/v2/kobold-press/deep-magic/Spell.json b/data/v2/kobold-press/deep-magic/Spell.json index 5e0f25f4..574b8a48 100644 --- a/data/v2/kobold-press/deep-magic/Spell.json +++ b/data/v2/kobold-press/deep-magic/Spell.json @@ -7,7 +7,7 @@ "desc": "You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -40,7 +40,7 @@ "desc": "Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target’s walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -71,7 +71,7 @@ "desc": "You create a portal of swirling, acidic green vapor in an unoccupied space you can see. This portal connects with a target destination within 100 miles that you are personally familiar with and have seen with your own eyes, such as your wizard’s tower or an inn you have stayed at. You and up to three creatures of your choice can enter the portal and pass through it, arriving at the target destination (or within 10 feet of it, if it is currently occupied). If the target destination doesn’t exist or is inaccessible, the spell automatically fails and the gate doesn’t form.\n\nAny creature that tries to move through the gate, other than those selected by you when the spell was cast, takes 10d6 acid damage and is teleported 1d100 × 10 feet in a random, horizontal direction. If the creature makes a successful Intelligence saving throw, it can’t be teleported by this portal, but it still takes acid damage when it enters the acid-filled portal and every time it ends its turn in contact with it.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can allow one additional creature to use the gate for each slot level above 7th.", "target_type": "creature", "range": "60 feet", @@ -104,7 +104,7 @@ "desc": "You unleash a storm of swirling acid in a cylinder 20 feet wide and 30 feet high, centered on a point you can see. The area is heavily obscured by the driving acidfall. A creature that starts its turn in the area or that enters the area for the first time on its turn takes 6d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature takes half as much damage from the acid (as if it had made a successful saving throw) at the start of its first turn after leaving the affected area.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.", "target_type": "point", "range": "150 feet", @@ -137,7 +137,7 @@ "desc": "You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target an additional willing creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -168,7 +168,7 @@ "desc": "You invoke the darkest curses upon your victim and his or her descendants. This spell does not require that you have a clear path to your target, only that your target is within range. The target must make a successful Wisdom saving throw or be cursed until the magic is dispelled. While cursed, the victim has disadvantage on ability checks and saving throws made with the ability score that you used when you cast the spell. In addition, the target’s firstborn offspring is also targeted by the curse. That individual is allowed a saving throw of its own if it is currently alive, or it makes one upon its birth if it is not yet born when the spell is cast. If the target’s firstborn has already died, the curse passes to the target’s next oldest offspring.\n\n**Ritual Focus.** If you expend your ritual focus, the curse becomes hereditary, passing from firstborn to firstborn for the entire length of the family’s lineage until one of them successfully saves against the curse and throws off your dark magic.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "1 mile", @@ -230,7 +230,7 @@ "desc": "You transform into an amoebic form composed of highly acidic and poisonous alchemical jelly. While in this form:\n* you are immune to acid and poison damage and to the poisoned and stunned conditions;\n* you have resistance to nonmagical fire, piercing, and slashing damage;\n* you can’t speak, cast spells, use items or weapons, or manipulate objects;\n* your gear melds into your body and reappears when the spell ends;\n* you don't need to breathe;\n* your speed is 20 feet;\n* your size doesn’t change, but you can move through and between obstructions as if you were two size categories smaller; and\n* you gain the following action: **Melee Weapon Attack:** spellcasting ability modifier + proficiency bonus to hit, range 5 ft., one target; **Hit:** 4d6 acid or poison damage (your choice), and the target must make a successful Constitution saving throw or be poisoned until the start of your next turn.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -261,7 +261,7 @@ "desc": "A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.", "target_type": "creature", "range": "60 feet", @@ -294,7 +294,7 @@ "desc": "When you see an ally within range in imminent danger, you can use your reaction to protect that creature with a shield of magical force. Until the start of your next turn, your ally has a +5 bonus to AC and is immune to force damage. In addition, if your ally must make a saving throw against an enemy’s spell that deals damage, the ally takes half as much damage on a failed saving throw and no damage on a successful save. Ally aegis offers no protection, however, against psychic damage from any source.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can target one additional ally for each slot level above 6th.", "target_type": "creature", "range": "60 feet", @@ -325,7 +325,7 @@ "desc": "You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -356,7 +356,7 @@ "desc": "You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy’s aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -387,7 +387,7 @@ "desc": "You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When the spell is cast using a 3rd-level slot, the foyer becomes a dining area with seats for six and enough floor space for six people to sleep, if they bring their own bedding. The sleeping room is unchanged. With a 4th-level slot, the temperature inside the tent is comfortable regardless of the outside temperature, and the dining area includes a small kitchen. With a 5th-level slot, an unseen servant is conjured to prepare and serve food (from your supplies). With a 6th-level slot, a third room is added that has three two-person beds. With a slot of 7th level or higher, the dining area and second sleeping area can each accommodate eight persons.", "target_type": "creature", "range": "Touch", @@ -418,7 +418,7 @@ "desc": "This spell intensifies gravity in a 50-foot-radius area within range. Inside the area, damage from falling is quadrupled (2d6 per 5 feet fallen) and maximum damage from falling is 40d6. Any creature on the ground in the area when the spell is cast must make a successful Strength saving throw or be knocked prone; the same applies to a creature that enters the area or ends its turn in the area. A prone creature in the area must make a successful Strength saving throw to stand up. A creature on the ground in the area moves at half speed and has disadvantage on Dexterity checks and ranged attack rolls.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -449,7 +449,7 @@ "desc": "You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -480,7 +480,7 @@ "desc": "Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -542,7 +542,7 @@ "desc": "You grant the semblance of life and intelligence to a pile of bones (or even bone dust) of your choice within range, allowing the ancient spirit to answer the questions you pose. These remains can be the remnants of undead, including animated but unintelligent undead, such as skeletons and zombies. (Intelligent undead are not affected.) Though it can have died centuries ago, the older the spirit called, the less it remembers of its mortal life.\n\nUntil the spell ends, you can ask the ancient spirit up to five questions if it died within the past year, four questions if it died within ten years, three within one hundred years, two within one thousand years, and but a single question for spirits more than one thousand years dead. The ancient shade knows only what it knew in life, including languages. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "object", "range": "10 feet", @@ -573,7 +573,7 @@ "desc": "You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC.\n\nAlso, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -604,7 +604,7 @@ "desc": "You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a 3rd-level spell slot, it can be used on the corpse of a Large humanoid to create a Large ghoul. When you cast this spell using a spell slot of 4th level or higher, this spell creates a ghast, but the material component changes to an onyx gemstone worth at least 200 gp.", "target_type": "creature", "range": "Touch", @@ -635,7 +635,7 @@ "desc": "**Animate greater undead** creates an undead servant from a pile of bones or from the corpse of a Large or Huge humanoid within range. The spell imbues the target with a foul mimicry of life, raising it as an undead skeleton or zombie. A skeleton uses the stat block of a minotaur skeleton, or a zombie uses the stat block of an ogre zombie, unless a more appropriate stat block is available.\n\nThe creature is under your control for 24 hours, after which it stops obeying your commands. To maintain control of the creature for another 24 hours, you must cast this spell on it again while you have it controlled. Casting the spell for this purpose reasserts your control over up to four creatures you have previously animated rather than animating a new one.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can reanimate one additional creature for each slot level above 6th.", "target_type": "creature", "range": "15 feet", @@ -666,7 +666,7 @@ "desc": "The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).", "target_type": "creature", "range": "Touch", @@ -697,7 +697,7 @@ "desc": "Your foresight gives you an instant to ready your defenses against a magical attack. When you cast **anticipate arcana**, you have advantage on saving throws against spells and other magical effects until the start of your next turn.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -728,7 +728,7 @@ "desc": "In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack’s range, are in a space that's impossible for the attack to hit, or can’t be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -759,7 +759,7 @@ "desc": "With a quick glance into the future, you pinpoint where a gap is about to open in your foe’s defense, and then you strike. After casting **anticipate weakness**, you have advantage on attack rolls until the end of your turn.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -790,7 +790,7 @@ "desc": "The recipient of this spell gains the benefits of both [true seeing]({{ base_url }}/spells/true-seeing) and [detect magic]({{ base_url }}/spells/detect-magic) until the spell ends, and also knows the name and effect of every spell he or she witnesses during the spell’s duration.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -821,7 +821,7 @@ "desc": "When cast on a dead or undead body, **as you were** returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal.\n\nIf as you were is cast on a corpse, its effect is identical to that of [gentle repose]({{ base_url }}/spells/gentle-repose), except that the corpse’s appearance is restored to that of a healthy, uninjured (albeit dead) person.\n\nIf the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life. Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.\n\nThis spell doesn’t confer the ability to speak on undead that normally can’t speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before.\n\nThe effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.\n\nIf this spell is cast on an undead creature that isn’t your ally or under your control, it makes a Charisma saving throw to resist the effect.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -852,7 +852,7 @@ "desc": "You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Touch", @@ -883,7 +883,7 @@ "desc": "This spell draws out the ancient nature within your blood, allowing you to assume the form of any dragon-type creature of challenge 10 or less.\n\nYou assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.\n\nYou retain the benefits of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can speak only if the dragon can normally speak.\n\nWhen you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions normally, but equipment doesn’t change shape or size to match the new form. Any equipment that the new form can’t wear must either fall to the ground or merge into the new form. The GM has final say on whether the new form can wear or use a particular piece of equipment. Equipment that merges has no effect in that state.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -914,7 +914,7 @@ "desc": "A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.\n\nAs an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, both the ranged attack and bite attack damage increase by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -945,7 +945,7 @@ "desc": "When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can extend the duration by 1 round for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -976,7 +976,7 @@ "desc": "Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1007,7 +1007,7 @@ "desc": "You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1038,7 +1038,7 @@ "desc": "You alert a number of creatures that you are familiar with, up to your spellcasting ability modifier (minimum of 1), of your intent to communicate with them through spiritual projection. The invitation can extend any distance and even cross to other planes of existence. Once notified, the creatures can choose to accept this communication at any time during the duration of the spell.\n\nWhen a creature accepts, its spirit is projected into one of the gems used in casting the spell. The material body it leaves behind falls unconscious and doesn't need food or air. The creature's consciousness is present in the room with you, and its normal form appears as an astral projection within 5 feet of the gem its spirit occupies. You can see and hear all the creatures who have joined in the assembly, and they can see and hear you and each other as if they were present (which they are, astrally). They can't interact with anything physically.\n\nA creature can end the spell's effect on itself voluntarily at any time, as can you. When the effect ends or the duration expires, a creature's spirit returns to its body and it regains consciousness. A creature that withdraws voluntarily from the assembly can't rejoin it even if the spell is still active. If a gem is broken while occupied by a creature's astral self, the spirit in the gem returns to its body and the creature suffers two levels of exhaustion.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Unlimited", @@ -1069,7 +1069,7 @@ "desc": "After spending the casting time enchanting a ruby along with a Large or smaller nonmagical object in humanoid form, you touch the ruby to the object. The ruby dissolves into the object, which becomes a living construct imbued with sentience. If the object has no face, a humanoid face appears on it in an appropriate location. The awakened object's statistics are determined by its size, as shown on the table below. An awakened object can use an action to make a melee weapon attack against a target within 5 feet of it. It has free will, acts independently, and speaks one language you know. It is initially friendly to anyone who assisted in its creation.\n\nAn awakened object's speed is 30 feet. If it has no apparent legs or other means of moving, it gains a flying speed of 30 feet and it can hover. Its sight and hearing are equivalent to a typical human's senses. Intelligence, Wisdom, and Charisma can be adjusted up or down by the GM to fit unusual circumstances. A beautiful statue might awaken with increased Charisma, for example, or the bust of a great philosopher could have surprisingly high Wisdom.\n\nAn awakened object needs no air, food, water, or sleep. Damage to an awakened object can be healed or mechanically repaired.\n\n| Size | HP | AC | Attack | Str | Dex | Con | Int | Wis | Cha |\n|-|-|-|-|-|-|-|-|-|-|\n| T | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 | 10 | 2d6 | 2d6 | 2d6 |\n| S | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 | 10 | 3d6 | 2d6 | 2d6 |\n| M | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 | 10 | 3d6 | 3d6 | 2d6 |\n| L | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 | 10 | 3d6 | 3d6 | 2d6 + 2 |\n\n", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -1100,7 +1100,7 @@ "desc": "You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1131,7 +1131,7 @@ "desc": "For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1162,7 +1162,7 @@ "desc": "This spell imbues you with wings of shadow. For the duration of the spell, you gain a flying speed of 60 feet and a new attack action: Nightwing Breath.\n\n***Nightwing Breath (Recharge 4–6).*** You exhale shadow‐substance in a 30-foot cone. Each creature in the area takes 5d6 necrotic damage, or half the damage with a successful Dexterity saving throw.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1195,7 +1195,7 @@ "desc": "You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.\n\nThe charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action—it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute—it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest. ", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for every two slot levels above 2nd. Each creature must be within 30 feet of another creature when you cast the spell.", "target_type": "creature", "range": "30 feet", @@ -1226,7 +1226,7 @@ "desc": "You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1257,7 +1257,7 @@ "desc": "You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target’s attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can’t be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.\n\nThis spell has no effect on undead or constructs.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -1288,7 +1288,7 @@ "desc": "You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the [bestow curse]({{ base_url }}/spells/bestow-curse) spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details.\n\nThe curse effect of binding oath can’t be dismissed by [dispel magic]({{ base_url }}/spells/dispel-magic), but it can be removed with [dispel evil and good]({{ base_url }}/spells/dispel-evil-and-good)[remove curse]({{ base_url }}/remove-curse), or [wish]({{ base_url }}/spells/wish). Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast **binding oath**. Depending on the nature of the oath, one creature’s breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1352,7 +1352,7 @@ "desc": "The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.\n\nThe creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1385,7 +1385,7 @@ "desc": "You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All‑Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1416,7 +1416,7 @@ "desc": "You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1447,7 +1447,7 @@ "desc": "You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw. Once a creature succeeds on this saving throw, it can’t be restrained again by the ribbons, but it’s still affected by the difficult terrain.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "40 feet", @@ -1478,7 +1478,7 @@ "desc": "You hold up a flawed pearl and it disappears, leaving behind a magic orb in your hand that pulses with dim purple light. Allies that you designate become invisible if they're within 60 feet of you and if light from the orb can reach the space they occupy. An invisible creature still casts a faint, purple shadow.\n\nThe orb can be used as a thrown weapon to attack an enemy. On a hit, the orb explodes in a flash of light and the spell ends. The targeted enemy and each creature within 10 feet of it must make a successful Dexterity saving throw or be blinded for 1 minute. A creature blinded in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1540,7 +1540,7 @@ "desc": "You summon a seething sphere of dark energy 5 feet in diameter at a point within range. The sphere pulls creatures toward it and devours the life force of those it envelops. Every creature other than you that starts its turn within 90 feet of the black well must make a successful Strength saving throw or be pulled 50 feet toward the well. A creature pulled into the well takes 6d8 necrotic damage and is stunned; a successful Constitution saving throw halves the damage and causes the creature to become incapacitated. A creature that starts its turn inside the well also makes a Constitution saving throw; the creature is stunned on a failed save or incapacitated on a success. An incapacitated creature that leaves the well recovers immediately and can take actions and reactions on that turn. A creature takes damage only upon entering the well—it takes no additional damage for remaining there—but if it leaves the well and is pulled back in again, it takes damage again. A total of nine Medium creatures, three Large creatures, or one Huge creature can be inside the well’s otherdimensional space at one time. When the spell’s duration ends, all creatures inside it tumble out in a heap, landing prone.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage dealt by the well increases by 1d8—and the well pulls creatures an additional 5 feet—for each slot level above 6th.", "target_type": "point", "range": "300 feet", @@ -1573,7 +1573,7 @@ "desc": "You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally’s space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends.\n\nThe weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon’s inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -1637,7 +1637,7 @@ "desc": "Calling upon the might of the angels, you conjure a flaming chariot made of gold and mithral in an unoccupied 10-foot‐square space you can see within range. Two horses made of fire and light pull the chariot. You and up to three other Medium or smaller creatures you designate can board the chariot (at the cost of 5 feet of movement) and are unharmed by the flames. Any other creature that touches the chariot or hits it (or a creature riding in it) with a melee attack while within 5 feet of the chariot takes 3d6 fire damage and 3d6 radiant damage. The chariot has AC 18 and 50 hit points, is immune to fire, poison, psychic, and radiant damage, and has resistance to all other nonmagical damage. The horses are not separate creatures but are part of the chariot. The chariot vanishes if it is reduced to 0 hit points, and any creature riding it falls out. The chariot has a speed of 50 feet and a flying speed of 40 feet.\n\nOn your turn, you can guide the chariot in place of your own movement. You can use a bonus action to direct it to take the Dash, Disengage, or Dodge action. As an action, you can use the chariot to overrun creatures in its path. On this turn, the chariot can enter a hostile creature’s space. The creature takes damage as if it had touched the chariot, is shunted to the nearest unoccupied space that it can occupy, and must make a successful Strength saving throw or fall prone in that space.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1670,7 +1670,7 @@ "desc": "You create a sound on a point within range. The sound’s volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.\n\nEach creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell’s effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.\n\nCreatures that can’t be charmed are immune to this spell.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -1701,7 +1701,7 @@ "desc": "Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).\n\nAny creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1732,7 +1732,7 @@ "desc": "You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from **bless the dead** can’t become undead. The spell has no effect on living creatures or the undead.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1794,7 +1794,7 @@ "desc": "A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 40 feet in diameter within range. The area is heavily obscured by the swirling snow. When the storm appears, each creature in the area takes 8d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there. In addition, a creature that takes cold damage from this spell has disadvantage on Constitution saving throws to maintain concentration until the start of its next turn.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -1827,7 +1827,7 @@ "desc": "When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell.\n\nWhile the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, “Attack the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself.\n\nYou can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well.\n\nEach time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.\n\nIf the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a 5th‑level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", "target_type": "creature", "range": "Touch", @@ -1858,7 +1858,7 @@ "desc": "When you strike a foe with a melee weapon attack, you can immediately cast **blood armor** as a bonus action. The foe you struck must contain blood; if the target doesn’t bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks.\n\nIf the creature you struck was a celestial, **blood armor** also grants you advantage on Charisma saving throws for the duration of the spell.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1889,7 +1889,7 @@ "desc": "You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.\n\nOnce an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -1920,7 +1920,7 @@ "desc": "You touch the corpse of a creature that isn’t undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a [true resurrection]({{ base_url }}/spells/true-resurrection) or a [wish]({{ base_url }}/spells/wish) spell.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1951,7 +1951,7 @@ "desc": "With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -1982,7 +1982,7 @@ "desc": "Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.", "target_type": "creature", "range": "30 feet", @@ -2013,7 +2013,7 @@ "desc": "By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly.\n\nIf your quarry moves magically (such as by way of a [dimension door]({{ base_url }}/spells/dimension-door) or a [teleport]({{ base_url }}/spells/teleport) spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using [pass without trace]({{ base_url }}/spells/pass-without-trace), but it fails to locate a creature protected by [nondetection]({{ base_url }}/spells/nondetection) or by other effects that prevent [scrying]({{ base_url }}/spells/scrying) spells or cause [divination]({{ base_url }}/spells/divination) spells to fail. If your quarry moves to another plane, its trail ends without trace, but **blood spoor** picks up the trail again if the caster moves to the same plane as the quarry before the spell’s duration expires.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2044,7 +2044,7 @@ "desc": "When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. **Blood tide** has no effect on undead or constructs.\n\nA bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.\n\nA [cure wounds]({{ base_url }}/spells/cure-wounds) spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.", "target_type": "creature", "range": "25 feet", @@ -2075,7 +2075,7 @@ "desc": "When you cast this spell, you designate a creature within range and convert its blood into virulent acid. The target must make a Constitution saving throw. On a failed save, it takes 10d12 acid damage and is stunned by the pain for 1d4 rounds. On a successful save, it takes half the damage and isn’t stunned.\n\nCreatures without blood, such as constructs and plants, are not affected by this spell. If **blood to acid** is cast on a creature composed mainly of blood, such as a [blood elemental]({{ base_url }}/monsters/blood-elemental) or a [blood zombie]({{ base_url }}/monsters/blood-zombie), the creature is slain by the spell if its saving throw fails.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2108,7 +2108,7 @@ "desc": "You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and Wisdom (Survival) checks to follow tracks.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a 3rd-level spell slot, you also grant the target blindsight out to a range of 30 feet for the duration.", "target_type": "creature", "range": "Touch", @@ -2139,7 +2139,7 @@ "desc": "You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.", "target_type": "creature", "range": "40 feet", @@ -2172,7 +2172,7 @@ "desc": "You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration.\n\nCasting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -2203,7 +2203,7 @@ "desc": "The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2236,7 +2236,7 @@ "desc": "You plant a silver acorn in solid ground and spend an hour chanting a litany of praises to the natural world, after which the land within 1 mile of the acorn becomes extremely fertile, regardless of its previous state. Any seeds planted in the area grow at twice the natural rate. Food harvested regrows within a week. After one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.\n\nChoose one of the following effects, which appears and grows immediately:\n* A field planted with vegetables of your choice, ready for harvest.\n* A thick forest of stout trees and ample undergrowth.\n* A grassland with wildflowers and fodder for grazing.\n* An orchard of fruit trees of your choice, growing in orderly rows and ready for harvest.\nLiving creatures that take a short rest within the area of a bloom spell receive the maximum hit points for Hit Dice expended. **Bloom** counters the effects of a [desolation]({{ base_url }}/spells/desolation) spell.\n\n***Ritual Focus.*** If you expend your ritual focus, the duration becomes permanent.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "1 mile", @@ -2267,7 +2267,7 @@ "desc": "You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "30 feet", @@ -2300,7 +2300,7 @@ "desc": "You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn’t fall prone.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "point", "range": "60 feet", @@ -2333,7 +2333,7 @@ "desc": "You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures.\n\nChoose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional undead creature for each slot level above 1st.", "target_type": "area", "range": "60 feet", @@ -2395,7 +2395,7 @@ "desc": "You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone.\n\nCreatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.\n\nCreatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.\n\nThe ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the size of the cube increases by 10 feet for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -2428,7 +2428,7 @@ "desc": "By touching an empty, stoppered glass container such as a vial or flask, you magically enable it to hold a single spell. To be captured, the spell must be cast within 1 round of casting **bottled arcana** and it must be intentionally cast into the container. The container can hold one spell of 3rd level or lower. The spell can be held in the container for as much as 24 hours, after which the container reverts to a mundane vessel and any magic inside it dissipates harmlessly.\n\nAs an action, any creature can unstop the container, thereby releasing the spell. If the spell has a range of self, the creature opening the container is affected; otherwise, the creature opening the container designates the target according to the captured spell’s description. If a creature opens the container unwittingly (not knowing that the container holds a spell), the spell targets the creature opening the container or is centered on its space instead (whichever is more appropriate). [Dispel magic]({{ base_url }}/spells/dispel-magic) cast on the container targets **bottled arcana**, not the spell inside. If **bottled arcana** is dispelled, the container becomes mundane and the spell inside dissipates harmlessly.\n\nUntil the spell in the container is released, its caster can’t regain the spell slot used to cast that spell. Once the spell is released, its caster regains the use of that slot normally.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the level of the spell the container can hold increases by one for every slot level above 5th.", "target_type": "creature", "range": "Touch", @@ -2459,7 +2459,7 @@ "desc": "When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn’t give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon’s acidic spittle, but you’d still be burned if you were caught in the dragon’s breath attack or if that bucket of acid were dumped over your head.\n\nThe spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn’t need to all be of the same type, and different types don’t mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.\n\nAt any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.\n\nWhen you stop concentrating on the spell, its duration expires, or it’s dispelled, the extradimensional reservoir and the liquid it contains cease to exist.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2521,7 +2521,7 @@ "desc": "When you cast **breeze compass**, you must clearly imagine or mentally describe a location. It doesn’t need to be a location you’ve been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn’t avoid enemies or hostile creatures.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "Self", @@ -2552,7 +2552,7 @@ "desc": "You infuse an ordinary flask of alchemist's fire with magical brimstone. While so enchanted, the alchemist's fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist's fire returns to its normal properties after 24 hours.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -2583,7 +2583,7 @@ "desc": "This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object’s hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell’s casting. If the object isn’t shattered during this time, it reverts to the state it was in before the spell was cast.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -2614,7 +2614,7 @@ "desc": "When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe’s course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the target takes an additional 2d4 psychic damage for each slot level above 1st.", "target_type": "creature", "range": "10 feet", @@ -2645,7 +2645,7 @@ "desc": "The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -2676,7 +2676,7 @@ "desc": "Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon’s glow.\n\nThe glow does not make invisible creatures visible, but it does indicate an invisible creature’s general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell’s area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell’s effect.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -2707,7 +2707,7 @@ "desc": "You conjure a [shadow mastiff]({{ base_url }}/monsters/shadow-mastiff) from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.\n\nThe mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part.\n\nThe mastiff disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2738,7 +2738,7 @@ "desc": "While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the time since the chaos magic surge can be 1 minute longer for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -2769,7 +2769,7 @@ "desc": "**Candle’s insight** is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it’s extinguished normally or by the spell’s effect. While the candle burns, the caster can question the spell’s target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it’s true.\n\n**Candle’s insight** is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle’s insight without the consent of the spell’s target is considered a serious breach of hospitality.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -2800,7 +2800,7 @@ "desc": "At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component.\n\nThe spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2831,7 +2831,7 @@ "desc": "You magically hurl an object or creature weighing 500 pounds or less 40 feet through the air in a direction of your choosing (including straight up). Objects hurled at specific targets require a spell attack roll to hit. A thrown creature takes 6d10 bludgeoning damage from the force of the throw, plus any appropriate falling damage, and lands prone. If the target of the spell is thrown against another creature, the total damage is divided evenly between them and both creatures are knocked prone.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10, the distance thrown increases by 10 feet, and the weight thrown increases by 100 pounds for each slot level above 6th.", "target_type": "object", "range": "400 feet", @@ -2864,7 +2864,7 @@ "desc": "You can cast this spell as a reaction when you’re targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.\n\nWhether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage done by your attack increases by 1d10 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -2897,7 +2897,7 @@ "desc": "Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.", "target_type": "creature", "range": "Self", @@ -2930,7 +2930,7 @@ "desc": "A swirling jet of acid sprays from you in a direction you choose. The acid fills a line 60 feet long and 5 feet wide. Each creature in the line takes 14d6 acid damage, or half as much damage if it makes a successful Dexterity saving throw. A creature reduced to 0 hit points by this spell is killed, and its body is liquefied. In addition, each creature other than you that’s in the line or within 5 feet of it is poisoned for 1 minute by toxic fumes. Creatures that don’t breathe or that are immune to acid damage aren’t poisoned. A poisoned creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2996,7 +2996,7 @@ "desc": "You create a 30-foot-radius area around a point that you choose within range. An intelligent creature that enters the area or starts its turn there must make a Wisdom saving throw. On a failed save, the creature starts to engage in celebratory revelry: drinking, singing, laughing, and dancing. Affected creatures are reluctant to leave the area until the spell ends, preferring to continue the festivities. They forsake appointments, cease caring about their woes, and generally behave in a cordial (if not hedonistic) manner. This preoccupation with merrymaking occurs regardless of an affected creature’s agenda or alignment. Assassins procrastinate, servants join in the celebration rather than working, and guards abandon their posts.\n\nThe effect ends on a creature when it is attacked, takes damage, or is forced to leave the area. A creature that makes a successful saving throw can enter or leave the area without danger of being enchanted. A creature that fails the saving throw and is forcibly removed from the area must repeat the saving throw if it returns to the area.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the spell lasts for an additional hour for each slot level above 7th.\n\n***Ritual Focus.*** If you expend your ritual focus, an unaffected intelligent creature must make a new saving throw every time it starts its turn in the area, even if it has previously succeeded on a save against the spell.", "target_type": "area", "range": "90 feet", @@ -3027,7 +3027,7 @@ "desc": "Choose a creature you can see within 90 feet. The target must make a successful Wisdom saving throw or be restrained by chains of psychic force and take 6d8 bludgeoning damage. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. While restrained in this way, the creature also takes 6d8 bludgeoning damage at the start of each of your turns.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -3060,7 +3060,7 @@ "desc": "You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that’s restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time.\n\nAs an action, you can scan the mind of the creature that’s restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", "range": "Self", @@ -3093,7 +3093,7 @@ "desc": "A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell’s duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the weapon deals an extra 1d8 force damage for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -3124,7 +3124,7 @@ "desc": "You cause the form of a willing creature to become malleable, dripping and flowing according to the target’s will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target’s movement is halved while it is affected by **chaotic form**.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 10 minutes for each slot level above 4th.", "target_type": "creature", "range": "Touch", @@ -3155,7 +3155,7 @@ "desc": "Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature’s. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature’s normal maximum are temporary hit points that last for 1 round per caster level.\n\nFor example, a 3rd-level spellcaster who currently has 17 of her maximum 30 hit points casts **chaotic vitality** on a creature with 54 hit points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 hit points each. In the spellcaster’s case, 5 of those hit points are temporary and will last for 3 rounds.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the maximum Hit Dice of the affected creature increases by 2 for each slot level above 2nd.\n ## Hit Point Flux \n| SIZE | HP |\n|-|-|\n| 01–09 | 0 |\n| 10–39 | 1 |\n| 40–69 | 25 percent of total |\n| 70–84 | 50 percent of total |\n| 85–94 | 75 percent of total |\n| 95–99 | 100 percent of total |\n| 100 | 200 percent of total, and both creatures gain the effect of a haste spell that lasts for 1 round per caster level |\n\n", "target_type": "creature", "range": "Touch", @@ -3186,7 +3186,7 @@ "desc": "You throw a handful of colored cloth into the air while screaming a litany of disjointed phrases. A moment later, a 30-foot cube centered on a point within range fills with multicolored light, cacophonous sound, overpowering scents, and other confusing sensory information. The effect is dizzying and overwhelming. Each enemy within the cube must make a successful Intelligence saving throw or become blinded and deafened, and fall prone. An affected enemy cannot stand up or recover from the blindness or deafness while within the area, but all three conditions end immediately for a creature that leaves the spell’s area.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -3217,7 +3217,7 @@ "desc": "You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell. At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective.\n\nWhen the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can’t be affected by the phrase for 1 minute afterward.\n\nYou can end the spell early by making a final utterance of the phrase (even if you’ve used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3250,7 +3250,7 @@ "desc": "You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "60 feet", @@ -3281,7 +3281,7 @@ "desc": "Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3409,7 +3409,7 @@ "desc": "With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by **clearing the field**.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the spell lasts for an additional hour for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a [enlarge/reduce]({{ base_url }}/spells/enlargereduce) spell.", "target_type": "area", "range": "40 feet", @@ -3440,7 +3440,7 @@ "desc": "You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3504,7 +3504,7 @@ "desc": "Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it’s in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -3537,7 +3537,7 @@ "desc": "The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage.\n\nIf the target doesn’t have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4.\n\nWhen the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the target’s bite counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.", "target_type": "creature", "range": "Touch", @@ -3568,7 +3568,7 @@ "desc": "Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one’s turn, their bodies fuse together. Fused creatures still take their own turns, but they can’t move, can’t use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration.\n\nA fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it’s within 5 feet of a creature that’s still under the spell’s effect at the end of either creature’s turn.\n\n**Compelled movement** doesn’t affect a creature that can’t be charmed or that is incorporeal.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the number of creatures you can affect increases by one for every two slot levels above 3rd.", "target_type": "creature", "range": "60 feet", @@ -3599,7 +3599,7 @@ "desc": "You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature’s actions. This has the following effects:\n* You have advantage on attack rolls against the target.\n* For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target’s turn when it has completed its movement. This is deducted from your next turn’s movement.\n* As a reaction at the start of the target’s turn, you can warn yourself and allies that can hear you of the target’s offensive intentions; any creature targeted by the target’s next attack gains a +2 bonus to AC or to its saving throw against that attack.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration is extended by 1 round for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -3630,7 +3630,7 @@ "desc": "Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn’t a telepathic link; you simply understand each other’s verbal communication, similar to the effect of a speak with animals spell. This effect doesn’t allow a druid in beast shape to cast spells.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can increase the number of target creatures by two for each slot level above 2nd. Each creature must receive a matching carved totem.", "target_type": "object", "range": "Touch", @@ -3661,7 +3661,7 @@ "desc": "This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage.\n\nAffected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3692,7 +3692,7 @@ "desc": "You summon a fey hound to fight by your side. A [hound of the night]({{ base_url }}/monsters/hound-of-the-night) appears in an unoccupied space that you can see within range. The hound disappears when it drops to 0 hit points or when the spell ends.\n\nThe summoned hound is friendly to you and your companions. Roll initiative for the summoned hound, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the hound, it stands by your side and attacks nearby creatures that are hostile to you but otherwise takes no actions.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you summon two hounds. When you cast this spell using a 9th-level spell slot, you summon three hounds.", "target_type": "point", "range": "60 feet", @@ -3723,7 +3723,7 @@ "desc": "When you cast this spell in a forest, you fasten sticks and twigs around a body. The body comes to life as a [forest defender]({{ base_url }}/monsters/forest-defender). The forest defender is friendly to you and your companions. Roll initiative for the forest defender, which has its own turns. It obeys any verbal or mental commands that you issue to it (no action required by you), as long as you remain within its line of sight. If you don’t issue any commands to the forest defender, if you are out of its line of sight, or if you are unconscious, it defends itself from hostile creatures but otherwise takes no actions. A body sacrificed to form the forest defender is permanently destroyed and can be restored to life only by means of a [true resurrection]({{ base_url }}/spells/true-resurrection) or a [wish]({{ base_url }}/spells/wish) spell. You can have only one forest defender under your control at a time. If you cast this spell again, the previous forest defender crumbles to dust.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon two forest defenders instead of one, and you can control up to two forest defenders at a time.", "target_type": "creature", "range": "30 feet", @@ -3754,7 +3754,7 @@ "desc": "You summon an incorporeal undead creature that appears in an unoccupied space you can see within range. You choose one of the following options for what appears:\n* One [wraith]({{ base_url }}/monsters/wraith)\n* One [spectral guardian]({{ base_url }}/monsters/spectral-guardian)\n* One [wolf spirit swarm]({{ base_url }}/monsters/wolf-spirit-swarm)\nSummoned creatures disappear when they drop to 0 hit points or when the spell ends.\n\nThe summoned creature doesn’t attack you or your companions for the duration. Roll initiative for the summoned creature, which has its own turns. The creature attacks your enemies and tries to stay within 60 feet of you, but it otherwise controls its own actions. The summoned creature despises being bound and might harm or impede you and your companions by any means at its disposal other than direct attacks if the opportunity arises. At the beginning of the creature’s turn, you can use your reaction to verbally command it. The creature obeys your commands for that turn, and you take 1d6 psychic damage at the end of the turn. If your concentration is broken, the creature doesn’t disappear. Instead, you can no longer command it, it becomes hostile to you and your companions, and it attacks you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm; otherwise it flees. You can’t dismiss the uncontrolled creature, but it disappears 1 hour after you summoned it.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 9th‐level spell slot, you summon a [deathwisp]({{ base_url }}/monsters/deathwisp) or two [ghosts]({{ base_url }}/monsters/ghost) instead.", "target_type": "creature", "range": "60 feet", @@ -3785,7 +3785,7 @@ "desc": "You summon fiends or aberrations that appear in unoccupied spaces you can see within range. You choose one of the following options:\n* One creature of challenge rating 2 or lower\n* Two creatures of challenge rating 1 or lower\n* Four creatures of challenge rating 1/2 or lower\n* Eight creatures of challenge rating 1/4 or lower\nSummoned creatures disappear when they drop to 0 hit points or when the spell ends.\n\nThe summoned creatures do not directly attack you or your companions. Roll initiative for the summoned creatures as a group; they take their own turns on their initiative result. They attack your enemies and try to stay within 90 feet of you, but they control their own actions. The summoned creatures despise being bound, so they might harm or impede you and your companions with secondary effects (but not direct attacks) if the opportunity arises. At the beginning of the creatures’ turn, you can use your reaction to verbally command them. They obey your commands on that turn, and you take 1d6 psychic damage at the end of the turn.\n\nIf your concentration is broken, the spell ends but the creatures don’t disappear. Instead, you can no longer command them, and they become hostile to you and your companions. They will attack you and your allies if they believe they have a chance to win the fight or to inflict meaningful harm, but they won’t fight if they fear it would mean their own death. You can’t dismiss the creatures, but they disappear 1 hour after being summoned.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 7th‑or 9th-level spell slot, you choose one of the summoning options above, and more creatures appear­—twice as many with a 7th-level spell slot and three times as many with a 9th-level spell slot.", "target_type": "creature", "range": "90 feet", @@ -3816,7 +3816,7 @@ "desc": "You summon swarms of scarab beetles to attack your foes. Two swarms of insects (beetles) appear in unoccupied spaces that you can see within range.\n\nEach swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -3847,7 +3847,7 @@ "desc": "You summon a shadow titan, which appears in an unoccupied space that you can see within range. The shadow titan’s statistics are identical to a [stone giant’s]({{ base_url }}/monsters/stone-giant), with two differences: its camouflage ability works in dim light instead of rocky terrain, and the “rocks” it hurls are composed of shadow-stuff and cause cold damage.\n\nThe shadow titan is friendly to you and your companions. Roll initiative for the shadow titan; it acts on its own turn. It obeys verbal or telepathic commands that you issue to it (giving a command takes no action on your part). If you don’t issue any commands to the shadow titan, it defends itself from hostile creatures but otherwise takes no actions.\n\nThe shadow titan disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -3878,7 +3878,7 @@ "desc": "You summon a [shroud]({{ base_url }}/monsters/shroud) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 3rd-level spell slot, you can choose to summon two [shrouds]({{ base_url }}/monsters/shroud) or one [specter]({{ base_url }}/monsters/specter). When you cast this spell with a spell slot of 4th level or higher, you can choose to summon four [shrouds]({{ base_url }}/monsters/shroud) or one [will-o’-wisp]({{ base_url }}/monsters/will-o-wisp).", "target_type": "creature", "range": "60 feet", @@ -3909,7 +3909,7 @@ "desc": "You summon a [shadow]({{ base_url }}/monsters/shadow) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 4th-level spell slot, you can choose to summon a [wight]({{ base_url }}/monsters/wight) or a [shadow]({{ base_url }}/monsters/shadow). When you cast this spell with a spell slot of 5th level or higher, you can choose to summon a [ghost]({{ base_url }}/monsters/ghost), a [shadow]({{ base_url }}/monsters/shadow), or a [wight]({{ base_url }}/monsters/wight).", "target_type": "creature", "range": "30 feet", @@ -3940,7 +3940,7 @@ "desc": "You summon a fiend or aberration of challenge rating 6 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.\n\nRoll initiative for the creature, which takes its own turns. It attacks the nearest creature on its turn. At the start of the fiend’s turn, you can use your reaction to command the creature by speaking in Void Speech. It obeys your verbal command, and you take 2d6 psychic damage at the end of the creature’s turn.\n\nIf your concentration is broken, the spell ends but the creature doesn’t disappear. Instead, you can no longer issue commands to the fiend, and it becomes hostile to you and your companions. It will attack you and your allies if it believes it has a chance to win the fight or to inflict meaningful harm, but it won’t fight if it fears doing so would mean its own death. You can’t dismiss the creature, but it disappears 1 hour after you summoned it.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.", "target_type": "creature", "range": "90 feet", @@ -3971,7 +3971,7 @@ "desc": "You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury.\n\nAs part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "target_type": "point", "range": "90 feet", @@ -4004,7 +4004,7 @@ "desc": "You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature’s languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.\n\nThis spell doesn’t change a dragon’s disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon’s attitude toward you.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4068,7 +4068,7 @@ "desc": "You touch two metal rings and infuse them with life, creating a short-lived but sentient construct known as a [ring servant]({{ base_url }}/monsters/ring-servant). The ring servant appears adjacent to you. It reverts form, changing back into the rings used to cast the spell, when it drops to 0 hit points or when the spell ends.\n\nThe ring servant is friendly to you and your companions for the duration. Roll initiative for the ring servant, which acts on its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the ring servant, it defends itself and you from hostile creatures but otherwise takes no actions.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4099,7 +4099,7 @@ "desc": "After you cast **create thunderstaff** on a normal quarterstaff, the staff must then be mounted in a noisy location, such as a busy marketplace, and left there for 60 days. During that time, the staff gradually absorbs ambient sound.\n\nAfter 60 days, the staff is fully charged and can’t absorb any more sound. At that point, it becomes a **thunderstaff**, a +1 quarterstaff that has 10 charges. When you hit on a melee attack with the staff and expend 1 charge, the target takes an extra 1d8 thunder damage. You can cast a [thunderwave]({{ base_url }}/spells/thunderwave) spell from the staff as a bonus action by expending 2 charges. The staff cannot be recharged.\n\nIf the final charge is not expended within 60 days, the staff becomes nonmagical again.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4132,7 +4132,7 @@ "desc": "You create a sheet of ice that covers a 5-foot square within range and lasts for the spell’s duration. The iced area is difficult terrain.\n\nA creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th to 6th level, the area increases to a 10-foot square, the ice deals 4d6 cold damage, and 40 damage is needed to melt each 5-foot square. When you cast this spell using a spell slot of 7th level or higher, the area increases to a 20-foot square, the ice deals 6d6 cold damage, and 60 damage is needed to melt each 5-foot square.", "target_type": "area", "range": "60 feet", @@ -4165,7 +4165,7 @@ "desc": "You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -4196,7 +4196,7 @@ "desc": "Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage.\n\nYou move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of **crushing trample**.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4258,7 +4258,7 @@ "desc": "You designate a creature within range that you can see. If the target fails a Charisma saving throw, it and its equipment are frozen solid, becoming an inert statue of ice. The creature is effectively paralyzed, but mental activity does not cease, and signs of life are detectable; the creature still breathes and its heart continues to beat, though both acts are almost imperceptible. If the ice statue is broken or damaged while frozen, the creature will have matching damage or injury when returned to its original state. [Dispel magic]({{ base_url }}/spells/dispel-magic) can’t end this spell, but it can allow the target to speak (but not move or cast spells) for a number of rounds equal to the spell slot used. [Greater restoration]({{ base_url }}/spells/greater-restoration) or more potent magic is needed to free a creature from the ice.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -4289,7 +4289,7 @@ "desc": "You cast a curse on a creature within range that you’re familiar with, causing it to be unsatiated by food no matter how much it eats. This effect isn’t merely an issue of perception; the target physically can’t draw sustenance from food. Within minutes after the spell is cast, the target feels constant hunger no matter how much food it consumes. The target must make a Constitution saving throw 24 hours after the spell is cast and every 24 hours thereafter. On a failed save, the target gains one level of exhaustion. The effect ends when the duration expires or when the target makes two consecutive successful saves.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "500 feet", @@ -4320,7 +4320,7 @@ "desc": "By making mocking gestures toward one creature within\nrange that can see you, you leave the creature incapable of\nperforming at its best. If the target fails on an Intelligence\nsaving throw, roll a d4 and refer to the following table to\ndetermine what the target does on its turn. An affected\ntarget repeats the saving throw at the end of each of its\nturns, ending the effect on itself on a success or applying\nthe result of another roll on the table on a failure.\n\n| D4 | RESULT |\n|-|-|\n| 1 | Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll. |\n| 2 | Target stands transfixed and blinking, takes no action. |\n| 3 | Target flees or fights (50 percent chance of each). |\n| 4 | Target charges directly at caster, enraged. |\n\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4351,7 +4351,7 @@ "desc": "You tap your connection to death to curse a humanoid, making the grim pull of the grave stronger on that creature’s soul.\n\nChoose one humanoid you can see within range. The target must succeed on a Constitution saving throw or become cursed. A [remove curse]({{ base_url }}/spells/remove-curse) spell or similar magic ends this curse. While cursed in this way, the target suffers the following effects:\n\n* The target fails death saving throws on any roll but a 20.\n* If the target dies while cursed, it rises 1 round later as a vampire spawn under your control and is no longer cursed.\n* The target, as a vampire spawn, seeks you out in an attempt to serve its new master. You can have only one vampire spawn under your control at a time through this spell. If you create another, the existing one turns to dust. If you or your companions do anything harmful to the target, it can make a Wisdom saving throw. On a success, it is no longer under your control.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -4382,7 +4382,7 @@ "desc": "This spell transforms a Small, Medium, or Large creature that you can see within range into a [servant of Yig]({{ base_url }}/monsters/servant-of-yig). An unwilling creature can attempt a Wisdom saving throw, negating the effect with a success. A willing creature is automatically affected and remains so for as long as you maintain concentration on the spell.\n\nThe transformation lasts for the duration or until the target drops to 0 hit points or dies. The target’s statistics, including mental ability scores, are replaced by the statistics of a servant of Yig. The transformed creature’s alignment becomes neutral evil, and it is both friendly to you and reverent toward the Father of Serpents. Its equipment is unchanged. If the transformed creature was unwilling, it makes a Wisdom saving throw at the end of each of its turns. On a successful save, the spell ends, the creature’s alignment and personality return to normal, and it regains its former attitude toward you and toward Yig.\n\nWhen it reverts to its normal form, the creature has the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4413,7 +4413,7 @@ "desc": "You lay a curse upon a ring you touch that isn’t being worn or carried. When you cast this spell, select one of the possible effects of [bestow curse]({{ base_url }}/spells/bestow-curse). The next creature that willingly wears the ring suffers the chosen effect with no saving throw. The curse transfers from the ring to the wearer once the ring is put on; the ring becomes a mundane ring that can be taken off, but the curse remains on the creature that wore the ring until the curse is removed or dispelled. An [identify]({{ base_url }}/spells/identify) spell cast on the cursed ring reveals the fact that it is cursed.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4444,7 +4444,7 @@ "desc": "**Cursed gift** imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends). Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect’s duration has not expired.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration increases by 24 hours for each slot level above 4th.", "target_type": "object", "range": "Touch", @@ -4475,7 +4475,7 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a 5th-level spell slot, the duration is 24 hours. When you use a 7th-level spell slot, the duration is 1 month. When you use a spell slot of 8th or 9th level, the spell lasts until it is dispelled.", "target_type": "creature", "range": "30 feet", @@ -4506,7 +4506,7 @@ "desc": "When **daggerhawk** is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it’s invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can’t attack again until after your next turn.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4537,7 +4537,7 @@ "desc": "A dark shadow creeps across the target’s mind and leaves a small bit of shadow essence behind, triggering a profound fear of the dark. A creature you designate within range must make a Charisma saving throw. If it fails, the target becomes frightened of you for the duration. A frightened creature can repeat the saving throw each time it takes damage, ending the effect on a success. While frightened in this way, the creature will not willingly enter or attack into a space that isn’t brightly lit. If it’s in dim light or darkness, the creature must either move toward bright light or create its own (by lighting a lantern, casting a [light]({{ base_url }}/spells/light) spell, or the like).", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -4568,7 +4568,7 @@ "desc": "Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened.\n\nA creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -4601,7 +4601,7 @@ "desc": "Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you have a bite attack (such as from a racial trait or a spell like [alter self]({{ base_url }}/spells/after-self)), you can add your spellcasting ability modifier to the damage roll but not to your temporary hit points.\n\nIf you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "point", "range": "Touch", @@ -4634,7 +4634,7 @@ "desc": "You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn’t exist.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -4696,7 +4696,7 @@ "desc": "As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for all targets if one target attacks or casts a spell.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a 3rd-level spell slot, it lasts for 1 hour without requiring your concentration. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", "target_type": "creature", "range": "10 feet", @@ -4727,7 +4727,7 @@ "desc": "You grow a 10-foot-long tail as supple as a whip, tipped with a horrible stinger. During the spell’s duration, you can use the stinger to make a melee spell attack with a reach of 10 feet. On a hit, the target takes 1d4 piercing damage plus 4d10 poison damage, and a creature must make a successful Constitution saving throw or become vulnerable to poison damage for the duration of the spell.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4760,7 +4760,7 @@ "desc": "This spell allows you to shred the life force of a creature you touch. You become invisible and make a melee spell attack against the target. On a hit, the target takes 10d10 necrotic damage. If this damage reduces the target to 0 hit points, the target dies. Whether the attack hits or misses, you remain invisible until the start of your next turn.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.", "target_type": "creature", "range": "Touch", @@ -4793,7 +4793,7 @@ "desc": "Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn’t being worn or carried by a creature, it automatically takes maximum damage from the spell.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).", "target_type": "creature", "range": "Touch", @@ -4826,7 +4826,7 @@ "desc": "You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Until the spell ends, on a failed save the target’s speed is halved again at the start of each of your turns. For example, if a creature with a speed of 30 feet fails its initial saving throw, its speed drops to 15 feet. At the start of your next turn, the creature’s speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. **Decelerate** can’t reduce a creature’s speed to less than 5 feet.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can affect an additional creature for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -4857,7 +4857,7 @@ "desc": "The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -4888,7 +4888,7 @@ "desc": "You attempt to reverse the energy of a healing spell so that it deals damage instead of healing. If the healing spell is being cast with a spell slot of 5th level or lower, the slot is expended but the spell restores no hit points. In addition, each creature that was targeted by the healing spell takes necrotic damage equal to the healing it would have received, or half as much damage with a successful Constitution saving throw.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 8th level, it can reverse a healing spell being cast using a spell slot of 6th level or lower. If you use a 9th-level spell slot, it can reverse a healing spell being cast using a spell slot of 7th level or lower.", "target_type": "point", "range": "60 feet", @@ -4919,7 +4919,7 @@ "desc": "Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting **delay potion**; otherwise the spell has no effect. At any point during **delay potion’s** duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally.\n\nYou can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -4981,7 +4981,7 @@ "desc": "One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon’s type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon’s attempt to claw its way through the gate. For the spell’s duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time.\n\nIf the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -5047,7 +5047,7 @@ "desc": "You plant an obsidian acorn in solid ground and spend an hour chanting a litany of curses to the natural world, after which the land within 1 mile of the acorn becomes infertile, regardless of its previous state. Nothing will grow there, and all plant life in the area dies over the course of a day. Plant creatures are not affected. Spells that summon plants, such as [entangle]({{ base_url }}/spells/entangle), require an ability check using the caster’s spellcasting ability against your spell save DC. On a successful check, the spell functions normally; if the check fails, the spell is countered by **desolation**.\n\nAfter one year, the land slowly reverts to its normal fertility, unable to stave off the march of nature.\n\nA living creature that finishes a short rest within the area of a **desolation** spell halves the result of any Hit Dice it expends. Desolation counters the effects of a [bloom]({{ base_url }}/spells/bloom) spell.\n\n***Ritual Focus.*** If you expend your ritual focus, the duration becomes permanent.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "area", "range": "Self", @@ -5078,7 +5078,7 @@ "desc": "You shout a scathing string of Void Speech that assaults the minds of those before you. Each creature in a 15-foot cone that can hear you takes 4d6 psychic damage, or half that damage with a successful Wisdom saving throw. A creature damaged by this spell can’t take reactions until the start of its next turn.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -5111,7 +5111,7 @@ "desc": "You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5142,7 +5142,7 @@ "desc": "You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional target for each slot level above 4th.", "target_type": "creature", "range": "Touch", @@ -5173,7 +5173,7 @@ "desc": "This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can't reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the target is shoved an additional 30 feet for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -5204,7 +5204,7 @@ "desc": "Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5266,7 +5266,7 @@ "desc": "Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy’s spell fails and has no effect; the enemy’s action is used up but the spell slot isn’t expended.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5297,7 +5297,7 @@ "desc": "With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5328,7 +5328,7 @@ "desc": "You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you can end the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent.\n\nCreatures turned to crystal can see, hear, and smell normally, but they don’t need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster’s spell save DC or be killed.\n\nCreatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5390,7 +5390,7 @@ "desc": "When you cast **doom of dancing blades**, you create 1d4 illusory copies of your weapon that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can’t parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don’t require an attack roll affect you normally and don’t destroy any illusory weapons.\n\nIf you make a melee attack that scores a critical hit while **doom of dancing blades** is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.\n\nThe spell ends when its duration expires or when all your illusory weapons are destroyed or expended.\n\nAn attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "Self", @@ -5421,7 +5421,7 @@ "desc": "When you cast **doom of disenchantment**, your armor and shield glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.\n\nThe spell also suppresses other magical properties of the attack. A [sword of wounding]({{ base_url }}/magicitems/sword-of-wounding), for example, can’t cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it’s affected as if you had cast [counterspell]({{ base_url }}/spells/counterspell), using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5452,7 +5452,7 @@ "desc": "You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of **doom of serpent coils** for 24 hours. On a failed save, a target doesn't suffer the poison’s usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of **doom of serpent coils** for 24 hours.\n\nMultiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by [protection from poison]({{ base_url }}/spells/protection-from-poison) or comparable magic.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5485,7 +5485,7 @@ "desc": "Doom of the cracked shield is cast on a melee weapon. The next time that weapon is used, it destroys the target’s nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn’t use a shield, its nonmagical armor takes a -2 penalty to AC. If the target doesn’t use armor or a shield, the spell is expended with no effect.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5547,7 +5547,7 @@ "desc": "A **doom of the slippery rogue** spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "40 feet", @@ -5578,7 +5578,7 @@ "desc": "With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a [light]({{ base_url }}/spells/light) or [dancing lights]({{ base_url }}/spells/dancing-lights) cantrip.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -5735,7 +5735,7 @@ "desc": "You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn’t prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a [greater restoration]({{ base_url }}/spells/greater-restoration) or [blight]({{ base_url }}/spells/blight) spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.\n\nIf a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "If this spell is cast using a spell slot of 5th level or higher, the number of targets increases by one for every two slot levels above 3rd.", "target_type": "creature", "range": "120 feet", @@ -5768,7 +5768,7 @@ "desc": "You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.\n\nUntil the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn’t knocked prone on a succesful one.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5801,7 +5801,7 @@ "desc": "You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.\n\nFor the spell’s duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -5865,7 +5865,7 @@ "desc": "You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell’s duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw.\n\nAs a bonus action, you can move the manifestation up to 30 feet. It can move through a creature’s space but can’t remain in the same space as that creature. If it enters a creature’s space, that creature takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw. On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn.\n\nWhen you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn’t illuminate the surroundings but does glow dimly enough to show the manifestation’s path. The residue dissipates 1 round after it is deposited.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -5898,7 +5898,7 @@ "desc": "When you cast this spell, you can recall any piece of information you’ve ever read or heard in the past. This ability translates into a +10 bonus on Intelligence checks for the duration of the spell.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5929,7 +5929,7 @@ "desc": "You contact a Great Old One and ask one question that can be answered with a one-sentence reply no more than twenty words long. You must ask your question before the spell ends. There is a 25 percent chance that the answer contains a falsehood or is misleading in some way. (The GM determines this secretly.)\n\nGreat Old Ones have vast knowledge, but they aren’t omniscient, so if your question pertains to information beyond the Old One’s knowledge, the answer might be vacuous, gibberish, or an angry, “I don’t know.”\n\nThis also reveals the presence of all aberrations within 300 feet of you. There is a 1-in-6 chance that each aberration you become aware of also becomes aware of you.\n\nIf you cast **eldritch communion** two or more times before taking a long rest, there is a cumulative 25 percent chance for each casting after the first that you receive no answer and become afflicted with short-term madness.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6022,7 +6022,7 @@ "desc": "You call forth a [ghost]({{ base_url }}/monsters/ghost)// that takes the form of a spectral, serpentlike assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it’s reduced to 0 hit points or when the spell ends.\n\nThe ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue a command to it, the ghost defends itself from hostile creatures but doesn’t move or take other actions.\n\nYou are immune to the ghost’s Horrifying Visage action but can willingly become the target of the ghost’s Possession ability. You can end this effect on yourself as a bonus action.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 6th or 7th level, you call forth two ghosts. If you cast it using a spell slot of 8th or 9th level, you call forth three ghosts.", "target_type": "point", "range": "90 feet", @@ -6053,7 +6053,7 @@ "desc": "You enchant a ring you touch that isn’t being worn or carried. The next creature that willingly wears the ring becomes charmed by you for 1 week or until it is harmed by you or one of your allies. If the creature dons the ring while directly threatened by you or one of your allies, the spell fails.\n\nThe charmed creature regards you as a friend. When the spell ends, it doesn’t know it was charmed by you, but it does realize that its attitude toward you has changed (possibly greatly) in a short time. How the creature reacts to you and regards you in the future is up to the GM.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6084,7 +6084,7 @@ "desc": "You cause menacing shadows to invade an area 200 feet on a side and 50 feet high, centered on a point within range. Illumination in the area drops one step (from bright light to dim, or from dim light to darkness). Any spell that creates light in the area that is cast using a lower-level spell slot than was used to cast encroaching shadows is dispelled, and a spell that creates light doesn’t function in the area if that spell is cast using a spell slot of 5th level or lower. Nonmagical effects can’t increase the level of illumination in the affected area.\n\nA spell that creates darkness or shadow takes effect in the area as if the spell slot expended was one level higher than the spell slot actually used.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the effect lasts for an additional 12 hours for each slot level above 6th.\n\n***Ritual Focus.*** If you expend your ritual focus, the spell’s duration increases by 12 hours, and it cannot be dispelled by a spell that creates light, even if that spell is cast using a higher-level spell slot.", "target_type": "area", "range": "150 feet", @@ -6115,7 +6115,7 @@ "desc": "By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either **encrypt / decrypt** or [dispel magic]({{ base_url }}/spells/dispel-magic) is cast on the encoded writing, which turns it back into its normal state.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6146,7 +6146,7 @@ "desc": "You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score. Those points are absorbed into the ring and stored there for the spell’s duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don’t need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour.\n\nThe spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful [dispel magic]({{ base_url }}/spells/dispel-magic) spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can’t regain the stolen attribute points, even with greater restoration or comparable magic.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "If you cast this spell using a spell slot of 7th or 8th level, the duration is 8 hours. If you use a 9th‐level spell slot, the duration is 24 hours.", "target_type": "creature", "range": "Touch", @@ -6177,7 +6177,7 @@ "desc": "A creature you touch has resistance to acid, cold, fire, force, lightning, and thunder damage until the spell ends.\n\nIf the spell is used against an unwilling creature, you must make a melee spell attack with a reach of 5 feet. If the attack hits, for the duration of the spell the affected creature must make a saving throw using its spellcasting ability whenever it casts a spell that deals one of the given damage types. On a failed save, the spell is not cast but its slot is expended; on a successful save, the spell is cast but its damage is halved before applying the effects of saving throws, resistance, and other factors.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6208,7 +6208,7 @@ "desc": "When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can include one additional ally in its effect for each slot level above 4th. Affected allies must be within 15 feet of you.", "target_type": "creature", "range": "Self", @@ -6239,7 +6239,7 @@ "desc": "You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.\n\n**Enhance greed** penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 1 minute, and another 10 feet can be added to its range, for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -6270,7 +6270,7 @@ "desc": "You cause slabs of rock to burst out of the ground or other stone surface to form a hollow, 10-foot cube within range. A creature inside the cube when it forms must make a successful Dexterity saving throw or be trapped inside the stone tomb. The tomb is airtight, with enough air for a single Medium or Small creature to breathe for 8 hours. If more than one creature is trapped inside, divide the time evenly between all the occupants. A Large creature counts as four Medium creatures. If the creature is still trapped inside when the air runs out, it begins to suffocate.\n\nThe tomb has AC 18 and 50 hit points. It is resistant to fire, cold, lightning, bludgeoning, and slashing damage, is immune to poison and psychic damage, and is vulnerable to thunder damage. When reduced to 0 hit points, the tomb crumbles into harmless powder.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -6301,7 +6301,7 @@ "desc": "By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can’t be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell’s effect on that creature.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6332,7 +6332,7 @@ "desc": "You cause the target to radiate a harmful aura. Both the target and every creature beginning or ending its turn within 20 feet of the target suffer 2d6 poison damage per round. The target can make a Constitution saving throw each round to negate the damage and end the affliction. Success means the target no longer takes damage from the aura, but the aura still persists around the target for the full duration.\n\nCreatures affected by the aura must make a successful Constitution saving throw each round to negate the damage. The aura moves with the original target and is unaffected by [gust of wind]({{ base_url }}/spells/gust-of-wind) and similar spells.\n\nThe aura does not detect as magical or poison, and is invisible, odorless, and intangible (though the spell’s presence can be detected on the original target). [Protection from poison]({{ base_url }}/spells/protection-from-poison) negates the spell’s effects on targets but will not dispel the aura. A foot of metal or stone, two inches of lead, or a force effect such as [mage armor]({{ base_url }}/spells/mage-armor) or [wall of force]({{ base_url }}/spells/wall-of-force) will block it.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the aura lasts 1 minute longer and the poison damage increases by 1d6 for each slot level above 5th.", "target_type": "creature", "range": "120 feet", @@ -6363,7 +6363,7 @@ "desc": "You target a creature within the spell’s range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it’s exposed to extreme cold. For the duration of **evercold**, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell’s duration.\n\nThe spell can be ended by its caster or by [dispel magic]({{ base_url }}/spells/dispel-magic) or [remove curse]({{ base_url }}/spells/remove-curse).", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -6394,7 +6394,7 @@ "desc": "You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0.\n\nAt the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success—except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.", "target_type": "creature", "range": "30 feet", @@ -6427,7 +6427,7 @@ "desc": "When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.\n\nThis cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "100 feet", @@ -6460,7 +6460,7 @@ "desc": "By touching a recently deceased corpse, you gain one specific bit of knowledge from it that was known to the creature in life. You must form a question in your mind as part of casting the spell; if the corpse has an answer to your question, it reveals the information to you telepathically. The answer is always brief—no more than a sentence—and very specific to the framed question. It doesn’t matter whether the creature was your friend or enemy; the spell compels it to answer in any case.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6522,7 +6522,7 @@ "desc": "A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast **feather field** using a spell slot of 2nd level or higher, the duration is increased by 1 round for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -6553,7 +6553,7 @@ "desc": "The target of **feather travel** (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, two additional creatures can be transformed per slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -6584,7 +6584,7 @@ "desc": "By channeling the ancient wards of the Seelie Court, you create a crown of five flowers on your head. While wearing this crown, you have advantage on saving throws against spells and other magical effects and are immune to being charmed. As a bonus action, you can choose a creature within 30 feet of you (including yourself). Until the end of its next turn, the chosen creature is invisible and has advantage on saving throws against spells and other magical effects. Each time a chosen creature becomes invisible, one of the blossoms in the crown closes. After the last of the blossoms closes, the spell ends at the start of your next turn and the crown disappears.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the crown can have one additional flower for each slot level above 5th. One additional flower is required as a material component for each additional flower in the crown.", "target_type": "creature", "range": "Self", @@ -6615,7 +6615,7 @@ "desc": "You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6677,7 +6677,7 @@ "desc": "You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "5 feet", @@ -6708,7 +6708,7 @@ "desc": "The creature you cast **firewalk** on becomes immune to fire damage. In addition, that creature can walk along any burning surface, such as a burning wall or burning oil spread on water, as if it were solid and horizontal. Even if there is no other surface to walk on, the creature can walk along the tops of the flames.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, two additional creatures can be affected for each slot level above 6th.", "target_type": "creature", "range": "Touch", @@ -6739,7 +6739,7 @@ "desc": "You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6803,7 +6803,7 @@ "desc": "A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can’t cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -6834,7 +6834,7 @@ "desc": "You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6865,7 +6865,7 @@ "desc": "You channel the force of chaos to taint your target’s mind. A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell’s duration. The target’s alignment stops fluctuating and returns to normal when the spell ends. These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.\n ## Alignment Fluctuation \n| D20 | Alignment |\n|-|-|\n| 1-2 | Chaotic good |\n| 3-4 | Chaotic neutral |\n| 5-7 | Chaotic evil |\n| 8-9 | Neutral evil |\n| 10-11 | Lawful evil |\n| 12-14 | Lawful good |\n| 15-16 | Lawful neutral |\n| 17-18 | Neutral good |\n| 19-20 | Neutral |\n\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -6896,7 +6896,7 @@ "desc": "A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "Self", @@ -6927,7 +6927,7 @@ "desc": "While in a forest, you touch a willing creature and infuse it with the forest’s energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6958,7 +6958,7 @@ "desc": "While in a forest, you create a protective, 200-foot cube centered on a point you can see within range. The atmosphere inside the cube has the lighting, temperature, and moisture that is most ideal for the forest, regardless of the lighting or weather outside the area. The cube is transparent, and creatures and objects can move freely through it. The cube protects the area inside it from storms, strong winds, and floods, including those created by magic such as [control weather]({{ base_url }}/spells/control-weather)[control water]({{ base_url }}/spells/control-water), or [meteor swarm]({{ base_url }}/spells/meteor-swarm). Such spells can’t be cast while the spellcaster is in the cube.\n\nYou can create a permanently protected area by casting this spell at the same location every day for one year.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "300 feet", @@ -6989,7 +6989,7 @@ "desc": "Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn’t matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you’re able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn’t count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you’re not hidden.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7020,7 +7020,7 @@ "desc": "By drawing on the energy of the gods, you can temporarily assume the form of your patron’s avatar. Form of the gods transforms you into an entirely new shape and brings about the following changes (summarized below and in the [avatar form]({{ base_url }}/monsters/avatar-form) stat block).\n* Your size becomes Large, unless you were already at least that big.\n* You gain resistance to nonmagical bludgeoning, piercing, and slashing damage and to one other damage type of your choice.\n* You gain a Multiattack action option, allowing you to make two slam attacks and a bite.\n* Your ability scores change to reflect your new form, as shown in the stat block.\n\nYou remain in this form until you stop concentrating on the spell or until you drop to 0 hit points, at which time you revert to your natural form.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Self", @@ -7051,7 +7051,7 @@ "desc": "When you cast **freeze blood** as a successful melee spell attack against a living creature with a circulatory system, the creature’s blood freezes. For the spell’s duration, the affected creature’s speed is halved and it takes 2d6 cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack’s damage dice are rolled three times instead of twice. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.\n\nNOTE: This was previously a 5th-level spell that did 4d10 cold damage.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7084,7 +7084,7 @@ "desc": "A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally thereafter and is not otherwise harmed, but it can’t be consumed while it’s frozen.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet for each slot level above 1st.", "target_type": "object", "range": "25 feet", @@ -7115,7 +7115,7 @@ "desc": "The spell creates a 20-foot-radius sphere of mist similar to a [fog cloud]({{ base_url }}/spells/fog-cloud) spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", "range": "100 feet", @@ -7276,7 +7276,7 @@ "desc": "You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target’s Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7341,7 +7341,7 @@ "desc": "You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7374,7 +7374,7 @@ "desc": "You touch a creature, giving it some of the power of a ghoul king. The target gains the following benefits for the duration:\n* Its Armor Class increases by 2, to a maximum of 20.\n* When it uses the Attack action to make a melee weapon attack or a ranged weapon attack, it can make one additional attack of the same kind.\n* It is immune to necrotic damage and radiant damage.\n* It can’t be reduced to less than 1 hit point.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a 9th-level spell slot, the spell lasts for 10 minutes and doesn’t require concentration.", "target_type": "creature", "range": "Touch", @@ -7405,7 +7405,7 @@ "desc": "Your magic protects the target creature from the lifesapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow's Strength Drain, or its hit point maximum, such as a specter's Life Drain. This spell doesn't prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7500,7 +7500,7 @@ "desc": "Provided you’re not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 10 minutes for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -7531,7 +7531,7 @@ "desc": "Muttering Void Speech, you force images of terror and nonexistence upon your foes. Each creature in a 30-foot cube centered on a point within range must make an Intelligence saving throw. On a failed save, the creature goes insane for the duration. While insane, a creature takes no actions other than to shriek, wail, gibber, and babble unintelligibly. The GM controls the creature’s movement, which is erratic.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -7562,7 +7562,7 @@ "desc": "When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature’s next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -7593,7 +7593,7 @@ "desc": "You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack roll was a critical hit or exceeded the target’s AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by taking 20 acid damage. The glue dissolves when the creature breaks free or at the end of 1 minute.\n\nAlternatively, **gluey globule** can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of [sovereign glue]({{ base_url }}/spells/sovereign-glue) and lasts for 1 hour.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -7626,7 +7626,7 @@ "desc": "You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that's known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph's shifting effect.\n The glyph is triggered when it's touched by a creature that's not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph's destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.\n The glyph disappears after being triggered or when the spell's duration expires.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, its duration increases by 24 hours and the maximum distance to the destination increases by 5 miles for each slot level above 2nd.", "target_type": "object", "range": "Touch", @@ -7659,7 +7659,7 @@ "desc": "A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can increase the duration by 1 minute, or you can affect one additional creature, for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -7690,7 +7690,7 @@ "desc": "You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature who succeeds on two Wisdom (Survival) checks while within the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain.\n When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area automatically sees the illusion and is unaffected by the spell.\n If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Sight", @@ -7721,7 +7721,7 @@ "desc": "You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it’s distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature’s first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -7752,7 +7752,7 @@ "desc": "This spell functions only against an arcane or divine spellcaster that prepares spells in advance and that has at least one unexpended spell slot of 6th level or lower. If you make a successful melee attack against such a creature before the spell ends, in addition to the usual effect of that attack, the target takes 2d4 necrotic damage and one or more of the victim’s available spell slots are transferred to you, to be used as your own. Roll a d6; the result equals the total levels of the slots transferred. Spell slots of the highest possible level are transferred before lower-level slots.\n\nFor example, if you roll a 5 and the target has at least one 5th-level spell slot available, that slot transfers to you. If the target’s highest available spell slot is 3rd level, then you might receive a 3rd-level slot and a 2nd-level slot, or a 3rd-level slot and two 1st-level slots if no 2nd-level slot is available.\n\nIf the target has no available spell slots of an appropriate level—for example, if you roll a 2 and the target has expended all of its 1st- and 2nd-level spell slots—then **grasp of the tupilak** has no effect, including causing no necrotic damage. If a stolen spell slot is of a higher level than you’re able to use, treat it as of the highest level you can use.\n\nUnused stolen spell slots disappear, returning whence they came, when you take a long rest or when the creature you stole them from receives the benefit of [remove curse]({{ base_url }}/spells/remove-curse)[greater restoration]({{ base_url }}/greater-restoration), or comparable magic.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7785,7 +7785,7 @@ "desc": "This spell functions as [maze]({{ base_url }}/spells/maze), but the target must make a Dexterity saving throw each time it starts its turn in the maze. The target takes 4d6 psychic damage on a failed save, or half as much damage on a success.\n\nEscaping this maze is especially difficult. To do so, the target must use an action to make a DC 20 Intelligence check. It escapes when it makes its second successful check.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7818,7 +7818,7 @@ "desc": "You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 100 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 15d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.\n\nAberrations, elementals, fey, and undead that are within 100 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 4d8 radiant damage at the start of its turn.\n\nCreatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 100 feet of the seal.\n\nThe seal has AC 18, 75 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal itself is reduced to 0 hit points.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7851,7 +7851,7 @@ "desc": "Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn.\n\nYou lose concentration on this spell if you can’t see the target at the end of your turn.\n\n***Green Decay.*** The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7915,7 +7915,7 @@ "desc": "You whisper words of encouragement, and a creature that you touch gains confidence along with approval from strangers. For the spell’s duration, the target puts its best foot forward and strangers associate the creature with positive feelings. The target adds 1d4 to all Charisma (Persuasion) checks made to influence the attitudes of others.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the effect lasts for an additional 10 minutes for each slot level above 1st.\n\n***Ritual Focus.*** If you expend your ritual focus, the effect lasts for 24 hours.", "target_type": "creature", "range": "Touch", @@ -7946,7 +7946,7 @@ "desc": "By observing the stars or the position of the sun, you are able to determine the cardinal directions, as well as the direction and distance to a stated destination. You can’t become directionally disoriented or lose track of the destination. The spell doesn’t, however, reveal the best route to your destination or warn you about deep gorges, flooded rivers, or other impassable or treacherous terrain.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8010,7 +8010,7 @@ "desc": "You imbue your touch with the power to make a creature aloof, hardhearted, and unfeeling. The creature you touch as part of casting this spell must make a Wisdom saving throw; a creature can choose to fail this saving throw unless it’s currently charmed. On a successful save, this spell fails. On a failed save, the target becomes immune to being charmed for the duration; if it’s currently charmed, that effect ends. In addition, Charisma checks against the target are made with disadvantage for the spell’s duration.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd or 4th level, the duration increases to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours.", "target_type": "creature", "range": "Touch", @@ -8041,7 +8041,7 @@ "desc": "You instill an irresistible sense of insecurity and terror in the target. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on Dexterity (Stealth) checks to avoid your notice and is frightened of you while you are within its line of sight. While you are within 1 mile of the target, you have advantage on Wisdom (Survival) checks to track the target, and the target can't take a long rest, terrified you are just around the corner. The target can repeat the saving throw once every 10 minutes, ending the spell on a success.\n On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell with a 6th-level spell slot, the duration is concentration, up to 8 hours and the target can repeat the saving throw once each hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 24 hours, and the target can repeat the saving throw every 8 hours.", "target_type": "creature", "range": "120 feet", @@ -8072,7 +8072,7 @@ "desc": "When you cast this spell, choose a direction (north, south, northeast, or the like). Each creature in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. When an affected creature travels, it travels at a fast pace in the opposite direction of the direction you chose as it believes a pack of dogs or wolves follows it from the chosen direction.\n When an affected creature isn't traveling, it is frightened of your chosen direction. The affected creature occasionally hears howls or sees glowing eyes in the darkness at the edge of its vision in that direction. An affected creature will not stop at a destination, instead pacing half-circles around the destination until the effect ends, terrified the pack will overcome it if it stops moving.\n An affected creature can make a Wisdom saving throw at the end of each 4-hour period, ending the effect on itself on a success. An affected creature moves along the safest available route unless it has nowhere to move, such as if it arrives at the edge of a cliff. When an affected creature can't safely move in the opposite direction of your chosen direction, it cowers in place, defending itself from hostile creatures but otherwise taking no actions. In such circumstances, the affected creature can repeat the saving throw every minute, ending the effect on itself on a success. The spell's effect is suspended when an affected creature is engaged in combat, allowing it to move as necessary to face hostile creatures.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration increases by 4 hours for each slot level above 5th. If an affected creature travels for more than 8 hours, it risks exhaustion as if on a forced march.", "target_type": "creature", "range": "180 feet", @@ -8103,7 +8103,7 @@ "desc": "You emit a burst of brilliant light, which bears down oppressively upon all creatures within range that can see you. Creatures with darkvision that fail a Constitution saving throw are blinded and stunned. Creatures without darkvision that fail a Constitution saving throw are blinded. This is not a gaze attack, and it cannot be avoided by averting one’s eyes or wearing a blindfold.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -8134,7 +8134,7 @@ "desc": "The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition—or the weapon itself if it's a thrown weapon—seeks its target's vital organs. Make the attack roll as normal. On a hit, the weapon deals an extra 6d6 damage of the same type dealt by the weapon, or half as much damage on a miss as it streaks unerringly toward its target. If this attack reduces the target to 0 hit points, the target has disadvantage on its next death saving throw, and, if it dies, it can be restored to life only by means of a true resurrection or a wish spell. This spell has no effect on undead or constructs.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the extra damage on a hit increases by 1d6 for each slot level above 4th.", "target_type": "point", "range": "Self", @@ -8165,7 +8165,7 @@ "desc": "For the duration, you and the creature you touch remain stable and unconscious if reduced to 0 hit points while the other has 1 or more hit points. If you touch a dying creature, it becomes stable but remains unconscious while it has 0 hit points. If both of you are reduced to 0 hit points, you must both make death saving throws, as normal. If you or the target regain hit points, either of you can choose to split those hit points between the two of you if both of you are within 60 feet of each other.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8196,7 +8196,7 @@ "desc": "You force an enemy to experience pangs of unrequited love and emotional distress. These feelings manifest with such intensity that the creature takes 5d6 psychic damage on a failed Charisma saving throw, or half the damage on a successful save.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target an additional enemy for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -8229,7 +8229,7 @@ "desc": "You slow the beating of a willing target’s heart to the rate of one beat per minute. The creature’s breathing almost stops. To a casual or brief observer, the subject appears dead. At the end of the spell, the creature returns to normal with no ill effects.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8260,7 +8260,7 @@ "desc": "The spirits of ancient archers carry your missiles straight to their targets. You have advantage on ranged weapon attacks until the start of your next turn, and you can ignore penalties for your enemies having half cover or three-quarters cover, and for an area being lightly obscured, when making those attacks.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -8291,7 +8291,7 @@ "desc": "A glowing, golden crown appears on your head and sheds dim light in a 30-foot radius. When you cast the spell (and as a bonus action on subsequent turns, until the spell ends), you can target one willing creature within 30 feet of you that you can see. If the target can hear you, it can use its reaction to make one melee weapon attack and then move up to half its speed, or vice versa.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8322,7 +8322,7 @@ "desc": "You create a number of clay pigeons equal to 1d4 + your spellcasting modifier (minimum of one) that swirl around you. When you are the target of a ranged weapon attack or a ranged spell attack and before the attack roll is made, you can use your reaction to shout “Pull!” When you do, one clay pigeon maneuvers to block the incoming attack. If the attack roll is less than 10 + your proficiency bonus, the attack misses. Otherwise, make a check with your spellcasting ability modifier and compare it to the attack roll. If your roll is higher, the attack is intercepted and has no effect. Regardless of whether the attack is intercepted, one clay pigeon is expended. The spell ends when the last clay pigeon is used.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, add 1 to your to your roll for each slot level above 3rd when determining if an attack misses or when making a check to intercept the attack.", "target_type": "creature", "range": "Self", @@ -8353,7 +8353,7 @@ "desc": "You can learn information about a creature whose blood you possess. The target must make a Wisdom saving throw. If the target knows you’re casting the spell, it can fail the saving throw voluntarily if it wants you to learn the information. On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours. On a failed save, or if the blood belongs to a dead creature, you learn the following information:\n* The target’s most common name (if any).\n* The target’s creature type (and subtype, if any), gender, and which of its ability scores is highest (though not the exact numerical score).\n* The target’s current status (alive, dead, sick, wounded, healthy, etc.).\n* The circumstances of the target shedding the blood you’re holding (bleeding wound, splatter from an attack, how long ago it was shed, etc.).\nAlternatively, you can forgo all of the above information and instead use the blood as a beacon to track the target. For 1 hour, as long as you are on the same plane of existence as the creature, you know the direction and distance to the target’s location at the time you cast this spell. While moving toward the location, if you are presented with a choice of paths, the spell automatically indicates which path provides the shortest and most direct route to the location.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8384,7 +8384,7 @@ "desc": "You infuse the metal of a melee weapon you touch with the fearsome aura of a mighty hero. The weapon’s wielder has advantage on Charisma (Intimidation) checks made while aggressively brandishing the weapon. In addition, an opponent that currently has 30 or fewer hit points and is struck by the weapon must make a successful Charisma saving throw or be stunned for 1 round. If the creature has more than 30 hit points but fewer than the weapon’s wielder currently has, it becomes frightened instead; a frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save. A creature that succeeds on the saving throw is immune to castings of this spell on the same weapon for 24 hours.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Touch", @@ -8415,7 +8415,7 @@ "desc": "When you touch a willing creature with a piece of charcoal while casting this spell, the target and everything it carries blends into and becomes part of the target’s shadow, which remains discernible, although its body seems to disappear. The shadow is incorporeal, has no weight, and is immune to all but psychic and radiant damage. The target remains aware of its surroundings and can move, but only as a shadow could move—flowing along surfaces as if the creature were moving normally. The creature can step out of the shadow at will, resuming its physical shape in the shadow’s space and ending the spell.\n\nThis spell cannot be cast in an area devoid of light, where a shadow would not normally appear. Even a faint light source, such as moonlight or starlight, is sufficient. If that light source is removed, or if the shadow is flooded with light in such a way that the physical creature wouldn’t cast a shadow, the spell ends and the creature reappears in the shadow’s space.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8508,7 +8508,7 @@ "desc": "When you cast **hobble mount** as a successful melee spell attack against a horse, wolf, or other four-legged or two-legged beast being ridden as a mount, that beast is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 2d6 bludgeoning damage.\n\nThis spell has no effect on a creature that your GM deems to not be a mount.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -8572,7 +8572,7 @@ "desc": "You magically sharpen the edge of any bladed weapon or object you are touching. The target weapon gets a +1 bonus to damage on its next successful hit.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8603,7 +8603,7 @@ "desc": "You curse a creature that you can see in range with an insatiable, ghoulish appetite. If it has a digestive system, the creature must make a successful Wisdom saving throw or be compelled to consume the flesh of living creatures for the duration.\n\nThe target gains a bite attack and moves to and attacks the closest creature that isn’t an undead or a construct. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4. If the target is larger than Medium, its damage die increases by 1d4 for each size category it is above Medium. In addition, the target has advantage on melee attack rolls against any creature that doesn’t have all of its hit points.\n\nIf there isn’t a viable creature within range for the target to attack, it deals piercing damage to itself equal to 2d4 + its Strength modifier. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target has two consecutive failures, **hunger of Leng** lasts its full duration with no further saving throws allowed.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -8634,7 +8634,7 @@ "desc": "You call on the land to sustain you as you hunt your quarry. Describe or name a creature that is familiar to you. If you aren't familiar with the target creature, you must use a fingernail, lock of hair, bit of fur, or drop of blood from it as a material component to target that creature with this spell. Until the spell ends, you have advantage on all Wisdom (Perception) and Wisdom (Survival) checks to find and track the target, and you must actively pursue the target as if under a geas. In addition, you don't suffer from exhaustion levels you gain from pursuing your quarry, such as from lack of rest or environmental hazards between you and the target, while the spell is active. When the spell ends, you suffer from all levels of exhaustion that were suspended by the spell. The spell ends only after 24 hours, when the target is dead, when the target is on a different plane, or when the target is restrained in your line of sight.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8665,7 +8665,7 @@ "desc": "You make a camouflaged shelter nestled in the branches of a tree or among a collection of stones. The shelter is a 10-foot cube centered on a point within range. It can hold as many as nine Medium or smaller creatures. The atmosphere inside the shelter is comfortable and dry, regardless of the weather outside. The shelter's camouflage provides a modicum of concealment to its inhabitants; a creature outside the shelter has disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks to detect or locate a creature within the shelter.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -8696,7 +8696,7 @@ "desc": "A gleaming fortress of ice springs from a square area of ground that you can see within range. It is a 10-foot cube (including floor and roof). The fortress can’t overlap any other structures, but any creatures in its space are harmlessly lifted up as the ice rises into position. The walls are made of ice (AC 13), have 120 hit points each, and are immune to cold, necrotic, poison, and psychic damage. Reducing a wall to 0 hit points destroys it and has a 50 percent chance to cause the roof to collapse. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis.\n\nEach wall has two arrow slits. One wall also includes an ice door with an [arcane lock]({{ base_url }}/spells/arcane-lock). You designate at the time of the fort’s creation which creatures can enter the fortification. The door has AC 18 and 60 hit points, or it can be broken open with a successful DC 25 Strength (Athletics) check (DC 15 if the [arcane lock]({{ base_url }}/spells/arcane-lock) is dispelled).\n\nThe fortress catches and reflects light, so that creatures outside the fortress who rely on sight have disadvantage on Perception checks and attack rolls made against those within the fortress if it’s in an area of bright sunlight.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for every slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", "target_type": "area", "range": "60 feet", @@ -8727,7 +8727,7 @@ "desc": "When you cast **ice hammer**, a warhammer fashioned from ice appears in your hands. This weapon functions as a standard warhammer in all ways, and it deals an extra 1d10 cold damage on a hit. You can drop the warhammer or give it to another creature.\n\nThe warhammer melts and is destroyed when it or its user accumulates 20 or more fire damage, or when the spell ends.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional hammer for each slot level above 2nd. Alternatively, you can create half as many hammers (round down), but each is oversized (1d10 bludgeoning damage, or 1d12 if wielded with two hands, plus 2d8 cold damage). Medium or smaller creatures have disadvantage when using oversized weapons, even if they are proficient with them.", "target_type": "creature", "range": "Self", @@ -8758,7 +8758,7 @@ "desc": "You pour water from the vial and cause two [ice soldiers]({{ base_url }}/monsters/ice-soldier) to appear within range. The ice soldiers cannot form if there is no space available for them. The ice soldiers act immediately on your turn. You can mentally command them (no action required by you) to move and act where and how you desire. If you command an ice soldier to attack, it attacks that creature exclusively until the target is dead, at which time the soldier melts into a puddle of water. If an ice soldier moves farther than 30 feet from you, it immediately melts.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you create one additional ice soldier.", "target_type": "creature", "range": "30 feet", @@ -8789,7 +8789,7 @@ "desc": "When you cast this spell, three icicles appear in your hand. Each icicle has the same properties as a dagger but deals an extra 1d4 cold damage on a hit.\n\nThe icicle daggers melt a few seconds after leaving your hand, making it impossible for other creatures to wield them. If the surrounding temperature is at or below freezing, the daggers last for 1 hour. They melt instantly if you take 10 or more fire damage.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "If you cast this spell using a spell slot of 2nd level or higher, you can create two additional daggers for each slot level above 1st. If you cast this spell using a spell slot of 4th level or higher, daggers that leave your hand don’t melt until the start of your next turn.", "target_type": "creature", "range": "Self", @@ -8853,7 +8853,7 @@ "desc": "One creature you can see within range must make a Constitution saving throw. On a failed save, the creature is petrified (frozen solid). A petrified creature can repeat the saving throw at the end of each of its turns, ending the effect on itself if it makes two successful saves. If a petrified creature gets two failures on the saving throw (not counting the original failure that caused the petrification), the petrification becomes permenant.\n\nThe petrification also becomes permanent if you maintain concentration on this spell for a full minute. A permanently petrified/frozen creature can be restored to normal with [greater restoration]({{ base_url }}/spells/greater-restoration) or comparable magic, or by casting this spell on the creature again and maintaining concentration for a full minute.\n\nIf the frozen creature is damaged or broken before it recovers from being petrified, the injury carries over to its normal state.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8884,7 +8884,7 @@ "desc": "You call out a distracting epithet to a creature, worsening its chance to succeed at whatever it's doing. Roll a d4 and subtract the number rolled from an attack roll, ability check, or saving throw that the target has just made; the target uses the lowered result to determine the outcome of its roll.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8915,7 +8915,7 @@ "desc": "You touch a set of tracks created by a single creature. That set of tracks and all other tracks made by the same creature give off a faint glow. You and up to three creatures you designate when you cast this spell can see the glow. A creature that can see the glow automatically succeeds on Wisdom (Survival) checks to track that creature. If the tracks are covered by obscuring objects such as leaves or mud, you and the creatures you designate have advantage on Wisdom (Survival) checks to follow the tracks.\n If the creature leaving the tracks changes its tracks, such as by adding or removing footwear, the glow stops where the tracks change. Until the spell ends, you can use an action to touch and illuminate a new set of tracks.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 5th level or higher, the duration is concentration, up to 24 hours.", "target_type": "creature", "range": "Touch", @@ -8946,7 +8946,7 @@ "desc": "You summon a duplicate of yourself as an ally who appears in an unoccupied space you can see within range. You control this ally, whose turn comes immediately after yours. When you or the ally uses a class feature, spell slot, or other expendable resource, it’s considered expended for both of you. When the spell ends, or if you are killed, the ally disappears immediately.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the duration is extended by 1 round for every two slot levels above 3rd.", "target_type": "point", "range": "40 feet", @@ -8977,7 +8977,7 @@ "desc": "An area of false vision encompasses all creatures within 20 feet of you. You and each creature in the area that you choose to affect take on the appearance of a harmless creature or object, chosen by you. Each image is identical, and only appearance is affected. Sound, movement, or physical inspection can reveal the ruse.\n\nA creature that uses its action to study the image visually can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, that creature sees through the image.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "Self", @@ -9008,7 +9008,7 @@ "desc": "With a flash of insight, you know how to take advantage of your foe’s vulnerabilities. Until the end of your turn, the target has vulnerability to one type of damage (your choice). Additionally, if the target has any other vulnerabilities, you learn them.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9039,7 +9039,7 @@ "desc": "The verbal component of this spell is a 10-minute-long, rousing speech. At the end of the speech, all your allies within the affected area who heard the speech gain a +1 bonus on attack rolls and advantage on saving throws for 1 hour against effects that cause the charmed or frightened condition. Additionally, each recipient gains temporary hit points equal to your spellcasting ability modifier. If you move farther than 1 mile from your allies or you die, this spell ends. A character can be affected by only one casting of this spell at a time; subsequent, overlapping castings have no additional effect and don't extend the spell's duration.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -9070,7 +9070,7 @@ "desc": "Through this spell, you transform a miniature statuette of a keep into an actual fort. The fortification springs from the ground in an unoccupied space within range. It is a 10- foot cube (including floor and roof).\n\nEach wall has two arrow slits. One wall also includes a metal door with an [arcane lock]({{ base_url }}/spells/arcane-lock) effect on it. You designate at the time of the fort’s creation which creatures can ignore the lock and enter the fortification. The door has AC 20 and 60 hit points, and it can be broken open with a successful DC 25 Strength (Athletics) check. The walls are made of stone (AC 15) and are immune to necrotic, poison, and psychic damage. Each 5-foot-square section of wall has 90 hit points. Reducing a section of wall to 0 hit points destroys it, allowing access to the inside of the fortification.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can increase the length or width of the fortification by 5 feet for each slot level above 5th. You can make a different choice (width or length) for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -9101,7 +9101,7 @@ "desc": "With this spell, you instantly transform raw materials into a siege engine of Large size or smaller (the GM has information on this topic). The raw materials for the spell don’t need to be the actual components a siege weapon is normally built from; they just need to be manufactured goods made of the appropriate substances (typically including some form of finished wood and a few bits of worked metal) and have a gold piece value of no less than the weapon’s hit points.\n\nFor example, a mangonel has 100 hit points. **Instant siege weapon** will fashion any collection of raw materials worth at least 100 gp into a mangonel. Those materials might be lumber and fittings salvaged from a small house, or 100 gp worth of finished goods such as three wagons or two heavy crossbows. The spell also creates enough ammunition for ten shots, if the siege engine uses ammunition.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level, a Huge siege engine can be made; at 8th level, a Gargantuan siege engine can be made. In addition, for each slot level above 4th, the spell creates another ten shots’ worth of ammunition.", "target_type": "point", "range": "60 feet", @@ -9132,7 +9132,7 @@ "desc": "You create a snare on a point you can see within range. You can leave the snare as a magical trap, or you can use your reaction to trigger the trap when a Large or smaller creature you can see moves within 10 feet of the snare. If you leave the snare as a trap, a creature must succeed on an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to find the trap.\n When a Large or smaller creature moves within 5 feet of the snare, the trap triggers. The creature must succeed on a Dexterity saving throw or be magically pulled into the air. The creature is restrained and hangs upside down 5 feet above the snare's location for 1 minute. A restrained creature can repeat the saving throw at the end of each of its turns, escaping the snare on a success. Alternatively, a creature, including the restrained target, can use its action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained creature is freed, and the snare resets itself 1 minute later. If the creature succeeds on the check by 5 or more, the snare is destroyed instead.\n This spell alerts you with a ping in your mind when the trap is triggered if you are within 1 mile of the snare. This ping awakens you if you are sleeping.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional snare for each slot level above 3rd. When you receive the mental ping that a trap was triggered, you know which snare was triggered if you have more than one.", "target_type": "point", "range": "120 feet", @@ -9163,7 +9163,7 @@ "desc": "An **ire of the mountain** spell melts nonmagical objects that are made primarily of metal. Choose one metal object weighing 10 pounds or less that you can see within range. Tendrils of blistering air writhe toward the target. A creature holding or wearing the item must make a Dexterity saving throw. On a successful save, the creature takes 1d8 fire damage and the spell has no further effect. On a failed save, the targeted object melts and is destroyed, and the creature takes 4d8 fire damage if it is wearing the object, or 2d8 fire damage if it is holding the object. If the object is not being held or worn by a creature, it is automatically melted and rendered useless. This spell cannot affect magic items.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional object for each slot level above 3rd.", "target_type": "object", "range": "30 feet", @@ -9196,7 +9196,7 @@ "desc": "**Iron hand** is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by **iron hand**, you have resistance to fire damage until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "Self", @@ -9227,7 +9227,7 @@ "desc": "Your kind words offer hope and support to a fallen comrade. Choose a willing creature you can see within range that is about to make a death saving throw. The creature gains advantage on the saving throw, and if the result of the saving throw is 18 or higher, the creature regains 3d4 hit points immediately.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the creature adds 1 to its death saving throw for every two slot levels above 1st and regains an additional 1d4 hit points for each slot level above 1st if its saving throw result is 18 or higher.", "target_type": "creature", "range": "60 feet", @@ -9258,7 +9258,7 @@ "desc": "You emit an unholy shriek from beyond the grave. Each creature in a 15-foot cone must make a Constitution saving throw. A creature takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one. If a creature with 50 hit points or fewer fails the saving throw by 5 or more, it is instead reduced to 0 hit points. This wail has no effect on constructs and undead.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", "range": "Self", @@ -9291,7 +9291,7 @@ "desc": "You invoke primal spirits of nature to transform natural terrain in a 100-foot cube in range into a private hunting preserve. The area can't include manufactured structures and if such a structure exists in the area, the spell ends.\n While you are conscious and within the area, you are aware of the presence and direction, though not exact location, of each beast and monstrosity with an Intelligence of 3 or lower in the area. When a beast or monstrosity with an Intelligence of 3 or lower tries to leave the area, it must make a Wisdom saving throw. On a failure, it is disoriented, uncertain of its surroundings or direction, and remains within the area for 1 hour. On a success, it leaves the area.\n When you cast this spell, you can specify individuals that are helped by the area's effects. All other creatures in the area are hindered by the area's effects. You can also specify a password that, when spoken aloud, gives the speaker the benefits of being helped by the area's effects.\n *Killing fields* creates the following effects within the area.\n ***Pack Hunters.*** A helped creature has advantage on attack rolls against a hindered creature if at least one helped ally is within 5 feet of the hindered creature and the helped ally isn't incapacitated. Slaying. Once per turn, when a helped creature hits with any weapon, the weapon deals an extra 1d6 damage of its type to a hindered creature. Tracking. A helped creature has advantage on Wisdom (Survival) and Dexterity (Stealth) checks against a hindered creature.\n You can create a permanent killing field by casting this spell in the same location every day for one year. Structures built in the area after the killing field is permanent don't end the spell.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "300 feet", @@ -9322,7 +9322,7 @@ "desc": "You kiss a willing creature or one you have charmed or held spellbound through spells or abilities such as [dominate person]({{ base_url }}/spells/dominate-person). The target must make a Constitution saving throw. A creature takes 5d10 psychic damage on a failed save, or half as much damage on a successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken; this reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", "range": "Touch", @@ -9355,7 +9355,7 @@ "desc": "Your touch infuses the rage of a threatened kobold into the target. The target has advantage on melee weapon attacks until the end of its next turn. In addition, its next successful melee weapon attack against a creature larger than itself does an additional 2d8 damage.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9386,7 +9386,7 @@ "desc": "Upon casting this spell, you immediately gain a sense of your surroundings. If you are in a physical maze or any similar structure with multiple paths and dead ends, this spell guides you to the nearest exit, although not necessarily along the fastest or shortest route.\n\nIn addition, while the spell is guiding you out of such a structure, you have advantage on ability checks to avoid being surprised and on initiative rolls.\n\nYou gain a perfect memory of all portions of the structure you move through during the spell’s duration. If you revisit such a portion, you recognize that you’ve been there before and automatically notice any changes to the environment.\n\nAlso, while under the effect of this spell, you can exit any [maze]({{ base_url }}/spells/maze) spell (and its lesser and greater varieties) as an action without needing to make an Intelligence check.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9417,7 +9417,7 @@ "desc": "You let loose the howl of a ravenous beast, causing each enemy within range that can hear you to make a Wisdom saving throw. On a failed save, a creature believes it has been transported into a labyrinth and is under attack by savage beasts. An affected creature must choose either to face the beasts or to curl into a ball for protection. A creature that faces the beasts takes 7d8 psychic damage, and then the spell ends on it. A creature that curls into a ball falls prone and is stunned until the end of your next turn.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th.", "target_type": "creature", "range": "60 feet", @@ -9483,7 +9483,7 @@ "desc": "You set up a magical boundary around your lair. The boundary can’t exceed the dimensions of a 100-foot cube, but within that maximum, you can shape it as you like—to follow the walls of a building or cave, for example. While the spell lasts, you instantly become aware of any Tiny or larger creature that enters the enclosed area. You know the creature’s type but nothing else about it. You are also aware when creatures leave the area.\n\nThis awareness is enough to wake you from sleep, and you receive the knowledge as long as you’re on the same plane of existence as your lair.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, add 50 feet to the maximum dimensions of the cube and add 12 hours to the spell’s duration for each slot level above 2nd.", "target_type": "creature", "range": "120 feet", @@ -9545,7 +9545,7 @@ "desc": "When you cast **lava stone** on a piece of sling ammo, the stone or bullet becomes intensely hot. As a bonus action, you can launch the heated stone with a sling: the stone increases in size and melts into a glob of lava while in flight. Make a ranged spell attack against the target. If it hits, the target takes 1d8 bludgeoning damage plus 6d6 fire damage. The target takes additional fire damage at the start of each of your next three turns, starting with 4d6, then 2d6, and then 1d6. The additional damage can be avoided if the target or an ally within 5 feet of the target scrapes off the lava. This is done by using an action to make a successful Wisdom (Medicine) check against your spellcasting save DC. The spell ends if the heated sling stone isn’t used immediately.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9611,7 +9611,7 @@ "desc": "You tap into the life force of a creature that is capable of performing legendary actions. When you cast the spell, the target must make a successful Constitution saving throw or lose the ability to take legendary actions for the spell’s duration. A creature can’t use legendary resistance to automatically succeed on the saving throw against this spell. An affected creature can repeat the saving throw at the end of each of its turns, regaining 1 legendary action on a successful save. The target continues repeating the saving throw until the spell ends or it regains all its legendary actions.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9642,7 +9642,7 @@ "desc": "You call down a legion of shadowy soldiers in a 10-foot cube. Their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube or within 5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using your melee spell attack modifier; on a hit, the target takes 3d8 necrotic damage. The space inside the cube is difficult terrain.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9675,7 +9675,7 @@ "desc": "While in a forest, you call a legion of rabid squirrels to descend from the nearby trees at a point you can see within range. The squirrels form into a swarm that uses the statistics of a [swarm of poisonous snakes]({{ base_url }}/monsters/swarm-of-poisonous-snakes), except it has a climbing speed of 30 feet rather than a swimming speed. The legion of squirrels is friendly to you and your companions. Roll initiative for the legion, which has its own turns. The legion of squirrels obeys your verbal commands (no action required by you). If you don’t issue any commands to the legion, it defends itself from hostile creatures but otherwise takes no actions. If you command it to move farther than 60 feet from you, the spell ends and the legion disperses back into the forest. A canid, such as a dog, wolf, fox, or worg, has disadvantage on attack rolls against targets other than the legion of rabid squirrels while the swarm is within 60 feet of the creature. When the spell ends, the squirrels disperse back into the forest.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the legion’s poison damage increases by 1d6 for each slot level above 3rd.", "target_type": "point", "range": "60 feet", @@ -9706,7 +9706,7 @@ "desc": "This spell functions as [maze]({{ base_url }}/spells/maze), but the target can resist being sent to the extradimensional prison with a successful Intelligence saving throw. In addition, the maze is easier to navigate, requiring only a DC 12 Intelligence check to escape.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9768,7 +9768,7 @@ "desc": "Your touch can siphon energy from undead to heal your wounds. Make a melee spell attack against an undead creature within your reach. On a hit, the target takes 2d6 radiant damage, and you or an ally within 30 feet of you regains hit points equal to half the amount of radiant damage dealt. If used on an ally, this effect can restore the ally to no more than half of the ally's hit point maximum. This effect can't heal an undead or a construct. Until the spell ends, you can make the attack again on each of your turns as an action.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -9801,7 +9801,7 @@ "desc": "Choose up to five creatures that you can see within range. Each of the creatures gains access to a pool of temporary hit points that it can draw upon over the spell’s duration or until the pool is used up. The pool contains 120 temporary hit points. The number of temporary hit points each individual creature can draw is determined by dividing 120 by the number of creatures with access to the pool. Hit points are drawn as a bonus action by the creature gaining the temporary hit points. Any number can be drawn at once, up to the maximum allowed.\n\nA creature can’t draw temporary hit points from the pool while it has temporary hit points from any source, including a previous casting of this spell.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9832,7 +9832,7 @@ "desc": "For the duration, you can sense the location of any creature that isn’t a construct or an undead within 30 feet of you, regardless of impediments to your other senses. This spell doesn’t sense creatures that are dead. A creature trying to hide its life force from you can make a Charisma saving throw. On a success, you can’t sense the creature with this casting of the spell. If you cast the spell again, the creature must make the saving throw again to remain hidden from your senses.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9863,7 +9863,7 @@ "desc": "You create a glowing arrow of necrotic magic and command it to strike a creature you can see within range. The arrow can have one of two effects; you choose which at the moment of casting. If you make a successful ranged spell attack, you and the target experience the desired effect. If the attack misses, the spell fails.\n* The arrow deals 2d6 necrotic damage to the target, and you heal the same amount of hit points.\n* You take 2d6 necrotic damage, and the target heals the same amount of hit points.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the spell’s damage and hit points healed increase by 1d6 for each slot level above 1st.", "target_type": "creature", "range": "120 feet", @@ -9894,7 +9894,7 @@ "desc": "This spell allows a creature within range to quickly perform a simple task (other than attacking or casting a spell) as a bonus action on its turn. Examples include finding an item in a backpack, drinking a potion, and pulling a rope. Other actions may also fall into this category, depending on the GM's ruling. The target also ignores the loading property of weapons.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9925,7 +9925,7 @@ "desc": "You whisper sibilant words of void speech that cause shadows to writhe with unholy life. Choose a point you can see within range. Writhing shadows spread out in a 15-foot-radius sphere centered on that point, grasping at creatures in the area. A creature that starts its turn in the area or that enters the area for the first time on its turn must make a successful Strength saving throw or be restrained by the shadows. A creature that starts its turn restrained by the shadows must make a successful Constitution saving throw or gain one level of exhaustion.\n\nA restrained creature can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -9956,7 +9956,7 @@ "desc": "You target a piece of metal equipment or a metal construct. If the target is a creature wearing metal armor or is a construct, it makes a Wisdom saving throw to negate the effect. On a failed save, the spell causes metal to cling to metal, making it impossible to move pieces against each other. This effectively paralyzes a creature that is made of metal or that is wearing metal armor with moving pieces; for example, scale mail would lock up because the scales must slide across each other, but a breastplate would be unaffected. Limited movement might still be possible, depending on how extensive the armor is, and speech is usually not affected. Metal constructs are paralyzed. An affected creature or construct can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A grease spell dispels lock armor on everything in its area.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -9987,7 +9987,7 @@ "desc": "You touch a trail no more than 1 mile in length, reconfiguring it to give it switchbacks and curves that make the trail loop back on itself. For the duration, the trail makes subtle changes in its configuration and in the surrounding environment to give the impression of forward progression along a continuous path. A creature on the trail must succeed on a Wisdom (Survival) check to notice that the trail is leading it in a closed loop.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10018,7 +10018,7 @@ "desc": "This spell causes creatures to behave unpredictably, as they randomly experience the full gamut of emotions of someone who has fallen head over heels in love. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|-|-|\n| 1-3 | The creature spends its turn moping like a lovelorn teenager; it doesn’t move or take actions. |\n| 4–5 | The creature bursts into tears, takes the Dash action, and uses all its movement to run off in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. |\n| 6 | The creature uses its action to remove one item of clothing or piece of armor. Each round spent removing pieces of armor reduces its AC by 1. |\n| 7–8 | The creature drops anything it is holding in its hands and passionately embraces a randomly determined creature. Treat this as a grapple attempt which uses the Attack action. |\n| 9 | The creature flies into a jealous rage and uses its action to make a melee attack against a randomly determined creature. |\n| 10 | The creature can act and move normally. |\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw, ending the effect on itself on a successful save.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", "target_type": "creature", "range": "90 feet", @@ -10049,7 +10049,7 @@ "desc": "You whisper a string of Void Speech toward a target within range that can hear you. The target must succeed on a Charisma saving throw or be incapacitated. While incapacitated by this spell, the target’s speed is 0, and it can’t benefit from increases to its speed. To maintain the effect for the duration, you must use your action on subsequent turns to continue whispering; otherwise, the spell ends. The spell also ends if the target takes damage.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10080,7 +10080,7 @@ "desc": "Your hands become claws bathed in necrotic energy. Make a melee spell attack against a creature you can reach. On a hit, the target takes 4d6 necrotic damage and a section of its body of your choosing withers:\n ***Upper Limb.*** The target has disadvantage on Strength checks, and, if it has the Multiattack action, it has disadvantage on its first attack roll each round.\n ***Lower Limb.*** The target's speed is reduced by 10 feet, and it has disadvantage on Dexterity checks.\n ***Body.*** Choose one damage type: bludgeoning, piercing, or slashing. The target loses its resistance to that damage type. If the target doesn't have resistance to the chosen damage type, it is vulnerable to that damage type instead.\n The effect is permanent until removed by *remove curse*, *greater restoration*, or similar magic.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10113,7 +10113,7 @@ "desc": "You create an invisible miasma that fills the area within 30 feet of you. All your allies have advantage on Dexterity (Stealth) checks they make within 30 feet of you, and all your enemies are poisoned while within that radius.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -10144,7 +10144,7 @@ "desc": "You summon a cylindrical sinkhole filled with burning ash and grasping arms made of molten metal at a point on the ground you can see within range. The sinkhole is 20 feet deep and 50 feet in diameter, and is difficult terrain. A creature that’s in the area when the spell is cast, or that begins its turn in the area or enters it during its turn, takes 10d6 fire damage and must make a Strength or Dexterity (creature’s choice) saving throw. On a failed save, the creature is restrained by the molten arms, which try to drag it below the surface of the ash.\n\nA creature that’s restrained by the arms at the start of your turn must make a successful Strength saving throw or be pulled 5 feet farther down into the ash. A creature pulled below the surface is blinded, deafened, and can’t breathe. To escape, a creature must use an action to make a successful Strength or Dexterity check against your spell save DC. On a successful check, the creature is no longer restrained and can move through the difficult terrain of the ash pit. It doesn’t need to make a Strength or Dexterity saving throw this turn to not be grabbed by the arms again, but it must make the saving throw as normal if it’s still in the ash pit at the start of its next turn.\n\nThe diameter of the ash pit increases by 10 feet at the start of each of your turns for the duration of the spell. The ash pit remains after the spell ends, but the grasping arms disappear and restrained creatures are freed automatically. As the ash slowly cools, it deals 1d6 less fire damage for each hour that passes after the spell ends.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "500 feet", @@ -10177,7 +10177,7 @@ "desc": "You choose a creature you can see within range as your prey. Until the spell ends, you have advantage on Wisdom (Perception) and Wisdom (Survival) checks to find or track your prey. In addition, the target is outlined in light that only you can see. Any attack roll you make against your prey has advantage if you can see it, and your prey can't benefit from being invisible against you. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new target as your prey.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", "target_type": "creature", "range": "120 feet", @@ -10208,7 +10208,7 @@ "desc": "When you cast **mass hobble mount**, you make separate ranged spell attacks against up to six horses, wolves, or other four-legged or two-legged beasts being ridden as mounts within 60 feet of you. The targets can be different types of beasts and can have different numbers of legs. Each beast hit by your spell is disabled so that it can’t move at its normal speed without incurring injury. An affected creature that moves more than half its base speed in a turn takes 4d6 bludgeoning damage.\n\nThis spell has no effect on a creature that your GM deems to not be a mount.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -10241,7 +10241,7 @@ "desc": "Using your strength of will, you protect up to three creatures other than yourself from the effect of a chaos magic surge. A protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once a protected creature makes a successful saving throw allowed by **mass surge dampener**, the spell’s effect ends for that creature.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10272,7 +10272,7 @@ "desc": "A spiny array of needle-like fangs protrudes from your gums, giving you a spiny bite. For the duration, you can use your action to make a melee spell attack with the bite. On a hit, the target takes 2d6 piercing damage and must succeed on a Dexterity saving throw or some of the spines in your mouth break off, sticking in the target. Until this spell ends, the target must succeed on a Constitution saving throw at the start of each of its turns or take 1d6 piercing damage from the spines. If you hit a target that has your spines stuck in it, your attack deals extra damage equal to your spellcasting ability modifier, and more spines don’t break off in the target. Your spines can stick in only one target at a time. If your spines stick into another target, the spines on the previous target crumble to dust, ending the effect on that target.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage of the spiny bite and the spines increases by 1d6 for every two slot levels above 1st.", "target_type": "creature", "range": "Self", @@ -10305,7 +10305,7 @@ "desc": "You transform yourself into a horrifying vision of death, rotted and crawling with maggots, exuding the stench of the grave. Each creature that can see you must succeed on a Charisma saving throw or be stunned until the end of your next turn.\n\nA creature that succeeds on the saving throw is immune to further castings of this spell for 24 hours.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10336,7 +10336,7 @@ "desc": "You release an intensely loud burp of acidic gas in a 15-foot cone. Creatures in the area take 2d6 acid damage plus 2d6 thunder damage, or half as much damage with a successful Dexterity saving throw. A creature whose Dexterity saving throw fails must also make a successful Constitution saving throw or be stunned and poisoned until the start of your next turn.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, both acid and thunder damage increase by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -10367,7 +10367,7 @@ "desc": "One humanoid of your choice that you can see within range must make a Charisma saving throw. On a failed save, you project your mind into the body of the target. You use the target’s statistics but don’t gain access to its knowledge, class features, or proficiencies, retaining your own instead. Meanwhile, the target’s mind is shunted into your body, where it uses your statistics but likewise retains its own knowledge, class features, and proficiencies.\n\nThe exchange lasts until either of the the two bodies drops to 0 hit points, until you end it as a bonus action, or until you are forced out of the target body by an effect such as a [dispel magic]({{ base_url }}/spells/dispel-magic) or [dispel evil and good]({{ base_url }}/spells/dispel-evil-and-good) spell (the latter spell defeats **mind exchange** even though possession by a humanoid isn’t usually affected by that spell). When the effect of this spell ends, both switched minds return to their original bodies. The target of the spell is immune to mind exchange for 24 hours after succeeding on the saving throw or after the exchange ends.\n\nThe effects of the exchange can be made permanent with a [wish]({{ base_url }}/spells/wish) spell or comparable magic.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -10398,7 +10398,7 @@ "desc": "When you cast mire, you create a 10-foot-diameter pit of quicksand, sticky mud, or a similar dangerous natural hazard suited to the region. A creature that’s in the area when the spell is cast or that enters the affected area must make a successful Strength saving throw or sink up to its waist and be restrained by the mire. From that point on, the mire acts as quicksand, but the DC for Strength checks to escape from the quicksand is equal to your spell save DC. A creature outside the mire trying to pull another creature free receives a +5 bonus on its Strength check.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -10429,7 +10429,7 @@ "desc": "You gesture to a creature within range that you can see. If the target fails a Wisdom saving throw, it uses its reaction to move 5 feet in a direction you dictate. This movement does not provoke opportunity attacks. The spell automatically fails if you direct the target into a dangerous area such as a pit trap, a bonfire, or off the edge of a cliff, or if the target has already used its reaction.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -10460,7 +10460,7 @@ "desc": "A colorful mist surrounds you out to a radius of 30 feet. Creatures inside the mist see odd shapes in it and hear random sounds that don’t make sense. The very concepts of order and logic don’t seem to exist inside the mist.\n\nAny 1st-level spell that’s cast in the mist by another caster or that travels through the mist is affected by its strange nature. The caster must make a Constitution saving throw when casting the spell. On a failed save, the spell transforms into another 1st-level spell the caster knows (chosen by the GM from those available), even if that spell is not currently prepared. The altered spell’s slot level or its original target or targeted area can’t be changed. Cantrips are unaffected. If (in the GM’s judgment) none of the caster’s spells known of that level can be transformed, the spell being cast simply fails.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, it affects any spell cast using a spell slot of any lower level. For instance, using a 6th-level slot enables you to transform a spell of 5th level or lower into another spell of the same level.", "target_type": "creature", "range": "Self", @@ -10491,7 +10491,7 @@ "desc": "This spell lets you forge a connection with a monstrosity. Choose a monstrosity that you can see within range. It must see and hear you. If the monstrosity’s Intelligence is 4 or higher, the spell fails. Otherwise, the monstrosity must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spell ends.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional monstrosity for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -10522,7 +10522,7 @@ "desc": "While casting this spell under the light of the moon, you inscribe a glyph that covers a 10-foot-square area on a flat, stationary surface such as a floor or a wall. Once the spell is complete, the glyph is invisible in moonlight but glows with a faint white light in darkness.\n\nAny creature that touches the glyph, except those you designate during the casting of the spell, must make a successful Wisdom saving throw or be drawn into an inescapable maze until the sun rises.\n\nThe glyph lasts until the next sunrise, at which time it flares with bright light, and any creature trapped inside returns to the space it last occupied, unharmed. If that space has become occupied or dangerous, the creature appears in the nearest safe unoccupied space.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -10553,7 +10553,7 @@ "desc": "This spell kills any insects or swarms of insects within range that have a total of 25 hit points or fewer.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the number of hit points affected increases by 15 for each slot level above 1st. Thus, a 2nd-level spell kills insects or swarms that have up to 40 hit points, a 3rd-level spell kills those with 55 hit points or fewer, and so forth, up to a maximum of 85 hit points for a slot of 6th level or higher.", "target_type": "point", "range": "50 feet", @@ -10584,7 +10584,7 @@ "desc": "This spell covers you or a willing creature you touch in mud consistent with the surrounding terrain. For the duration, the spell protects the target from extreme cold and heat, allowing the target to automatically succeed on Constitution saving throws against environmental hazards related to temperature. In addition, the target has advantage on Dexterity (Stealth) checks while traveling at a slow pace in the terrain related to the component for this spell.\n\nIf the target is subject to heavy precipitation for 1 minute, the precipitation removes the mud, ending the spell.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is 8 hours and you can target up to ten willing creatures within 30 feet of you.", "target_type": "creature", "range": "Touch", @@ -10615,7 +10615,7 @@ "desc": "You create a shadow-tunnel between your location and one other creature you can see within range. You and that creature instantly swap positions. If the target creature is unwilling to exchange places with you, it can resist the effect by making a Charisma saving throw. On a successful save, the spell has no effect.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -10646,7 +10646,7 @@ "desc": "You whisper in Void Speech and touch a weapon. Until the spell ends, the weapon turns black, becomes magical if it wasn’t before, and deals 2d6 necrotic damage (in addition to its normal damage) on a successful hit. A creature that takes necrotic damage from the enchanted weapon can’t regain hit points until the start of your next turn.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.", "target_type": "creature", "range": "Touch", @@ -10677,7 +10677,7 @@ "desc": "You amplify the fear that lurks in the heart of all creatures. Select a target point you can see within the spell’s range. Every creature within 20 feet of that point becomes frightened until the start of your next turn and must make a successful Wisdom saving throw or become paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures immune to being frightened are not affected by **night terrors**.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -10739,7 +10739,7 @@ "desc": "You create an illusory pack of wild dogs that bark and nip at one creature you can see within range, which must make a Wisdom saving throw. On a failed save, the target has disadvantage on ability checks and attack rolls for the duration as it is distracted by the dogs. At the end of each of its turns, the target can make a Wisdom saving throw, ending the effect on itself on a successful save. A target that is at least 10 feet off the ground (in a tree, flying, and so forth) has advantage on the saving throw, staying just out of reach of the jumping and barking dogs.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -10770,7 +10770,7 @@ "desc": "You cast this spell while touching the cloth doll against the intact corpse of a Medium or smaller humanoid that died within the last hour. At the end of the casting, the body reanimates as an undead creature under your control. While the spell lasts, your consciousness resides in the animated body. You can use an action to manipulate the body’s limbs in order to make it move, and you can see and hear through the body’s eyes and ears, but your own body becomes unconscious. The animated body can neither attack nor defend itself. This spell doesn’t change the appearance of the corpse, so further measures might be needed if the body is to be used in a way that involves fooling observers into believing it’s still alive. The spell ends instantly, and your consciousness returns to your body, if either your real body or the animated body takes any damage.\n\nYou can’t use any of the target’s abilities except for nonmagical movement and darkvision. You don’t have access to its knowledge, proficiencies, or anything else that was held in its now dead mind, and you can’t make it speak.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10801,7 +10801,7 @@ "desc": "The creature you touch gains protection against either a specific damage type (slashing, poison, fire, radiant, and the like) or a category of creature (giant, beast, elemental, monstrosity, and so forth) that you name when the spell is cast. For the next 24 hours, the target has advantage on saving throws involving that type of damage or kind of creature, including death saving throws if the attack that dropped the target to 0 hit points is affected by this spell. A character can be under the effect of only a single **not this day!** spell at one time; a second casting on the same target cancels the preexisting protection.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10865,7 +10865,7 @@ "desc": "This spell targets one enemy, which must make a Wisdom saving throw. On a failed save, an illusory ally of yours appears in a space from which it threatens to make a melee attack against the target. Your allies gain advantage on melee attacks against the target for the duration because of the distracting effect of the illusion. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the spell targets one additional enemy for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -10896,7 +10896,7 @@ "desc": "You become a humanoid-shaped swirling mass of color and sound. You gain resistance to bludgeoning, piercing, and slashing damage, and immunity to poison and psychic damage. You are also immune to the following conditions: exhaustion, paralyzed, petrified, poisoned, and unconscious. Finally, you gain truesight to 30 feet and can teleport 30 feet as a move.\n\nEach round, as a bonus action, you can cause an automatic chaos magic surge, choosing either yourself or another creature you can see within 60 feet as the caster for the purpose of resolving the effect. You must choose the target before rolling percentile dice to determine the nature of the surge. The DC of any required saving throw is calculated as if you were the caster.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -10927,7 +10927,7 @@ "desc": "You give the touched creature an aspect of regularity in its motions and fortunes. If the target gets a failure on a Wisdom saving throw, then for the duration of the spell it doesn’t make d20 rolls—to determine the results of attack rolls, ability checks, and saving throws it instead follows the sequence 20, 1, 19, 2, 18, 3, 17, 4, and so on.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -10958,7 +10958,7 @@ "desc": "You tap your dragon magic to make an ally appear as a draconic beast. The target of the spell appears to be a dragon of size Large or smaller. When seeing this illusion, observers make a Wisdom saving throw to see through it.\n\nYou can use an action to make the illusory dragon seem ferocious. Choose one creature within 30 feet of the illusory dragon to make a Wisdom saving throw. If it fails, the creature is frightened. The creature remains frightened until it uses an action to make a successful Wisdom saving throw or the spell’s duration expires.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase the number of targets the illusion can affect by one for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -10989,7 +10989,7 @@ "desc": "A pit opens under a Huge or smaller creature you can see within range that does not have a flying speed. This pit isn’t a simple hole in the floor or ground, but a passage to an extradimensional space. The target must succeed on a Dexterity saving throw or fall into the pit, which closes over it. At the end of your next turn, a new portal opens 20 feet above where the pit was located, and the creature falls out. It lands prone and takes 6d6 bludgeoning damage.\n\nIf the original target makes a successful saving throw, you can use a bonus action on your turn to reopen the pit in any location within range that you can see. The spell ends when a creature has fallen through the pit and taken damage, or when the duration expires.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11022,7 +11022,7 @@ "desc": "By drawing back and releasing an imaginary bowstring, you summon forth dozens of glowing green arrows. The arrows dissipate when they hit, but all creatures in a 20-foot square within range take 3d8 poison damage and become poisoned. A creature that makes a successful Constitution saving throw takes half as much damage and is not poisoned.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -11053,7 +11053,7 @@ "desc": "You bestow lupine traits on a group of living creatures that you designate within range. Choose one of the following benefits to be gained by all targets for the duration:\n\n* ***Thick Fur.*** Each target sprouts fur over its entire body, giving it a +2 bonus to Armor Class.\n* ***Keen Hearing and Smell.*** Each target has advantage on Wisdom (Perception) checks that rely on hearing or smell.\n* ***Pack Tactics.*** Each affected creature has advantage on an attack roll against a target if at least one of the attacker’s allies (also under the effect of this spell) is within 5 feet of the target of the attack and the ally isn’t incapacitated.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 minute for each slot level above 3rd.", "target_type": "creature", "range": "25 feet", @@ -11084,7 +11084,7 @@ "desc": "When you shout this word of power, creatures within 20 feet of a point you specify are compelled to kneel down facing you. A kneeling creature is treated as prone. Up to 55 hit points of creatures are affected, beginning with those that have the fewest hit points. A kneeling creature makes a Wisdom saving throw at the end of its turn, ending the effect on itself on a successful save. The effect ends immediately on any creature that takes damage while kneeling.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11115,7 +11115,7 @@ "desc": "When you utter this word of power, one creature within 60 feet of you takes 4d10 force damage. At the start of each of its turns, the creature must make a successful Constitution saving throw or take an extra 4d10 force damage. The effect ends on a successful save.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11148,7 +11148,7 @@ "desc": "You channel the fury of nature, drawing on its power. Until the spell ends, you gain the following benefits:\n* You gain 30 temporary hit points. If any of these remain when the spell ends, they are lost.\n* You have advantage on attack rolls when one of your allies is within 5 feet of the target and the ally isn’t incapacitated.\n* Your weapon attacks deal an extra 1d10 damage of the same type dealt by the weapon on a hit.\n* You gain a +2 bonus to AC.\n* You have proficiency on Constitution saving throws.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Self", @@ -11210,7 +11210,7 @@ "desc": "Until the spell ends, one willing creature you touch has resistance to necrotic and psychic damage and has advantage on saving throws against Void spells.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -11241,7 +11241,7 @@ "desc": "When you cast **protective ice**, you encase a willing target in icy, medium armor equivalent to a breastplate (AC 14). A creature without the appropriate armor proficiency has the usual penalties. If the target is already wearing armor, it only uses the better of the two armor classes.\n\nA creature striking a target encased in **protective ice** with a melee attack while within 5 feet of it takes 1d6 cold damage.\n\nIf the armor’s wearer takes fire damage, an equal amount of damage is done to the armor, which has 30 hit points and is damaged only when its wearer takes fire damage. Damaged ice can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, but the armor can’t have more than 30 points repaired.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a 4th-level spell slot, it creates splint armor (AC 17, 40 hit points). If you cast this spell using a 5th-level spell slot, it creates plate armor (AC 18, 50 hit points). The armor’s hit points increase by 10 for each spell slot above 5th, but the AC remains 18. Additionally, if you cast this spell using a spell slot of 4th level or higher, the armor deals an extra +2 cold damage for each spell slot above 3rd.", "target_type": "creature", "range": "Touch", @@ -11305,7 +11305,7 @@ "desc": "You cause a fist-sized chunk of stone to appear and hurl itself against the spell’s target. Make a ranged spell attack. On a hit, the target takes 1d6 bludgeoning damage and must roll a d4 when it makes an attack roll or ability check during its next turn, subtracting the result of the d4 from the attack or check roll.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -11371,7 +11371,7 @@ "desc": "You make one living creature or plant within range move rapidly in time compared to you. The target becomes one year older. For example, you could cast this spell on a seedling, which causes the plant to sprout from the soil, or you could cast this spell on a newly hatched duckling, causing it to become a full-grown duck. If the target is a creature with an Intelligence of 3 or higher, it must succeed on a Constitution saving throw to resist the aging. It can choose to fail the saving throw.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you increase the target’s age by one additional year for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -11402,7 +11402,7 @@ "desc": "You touch one willing creature. Once before the duration of the spell expires, the target can roll a d4 and add the number rolled to an initiative roll or Dexterity saving throw it has just made. The spell then ends.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -11433,7 +11433,7 @@ "desc": "You transform an ordinary cloak into a highly reflective, silvery garment. This mantle increases your AC by 2 and grants advantage on saving throws against gaze attacks. In addition, whenever you are struck by a ray such as a [ray of enfeeblement]({{ base_url }}/spells/ray-of-enfeeblement), [scorching ray]({{ base_url }}/spells/scorching-ray), or even [disintegrate]({{ base_url }}/spells/disintegrate), roll 1d4. On a result of 4, the cloak deflects the ray, which instead strikes a randomly selected target within 10 feet of you. The cloak deflects only the first ray that strikes it each round; rays after the first affect you as normal.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11464,7 +11464,7 @@ "desc": "By calling upon an archangel, you become infused with celestial essence and take on angelic features such as golden skin, glowing eyes, and ethereal wings. For the duration of the spell, your Armor Class can’t be lower than 20, you can’t be frightened, and you are immune to necrotic damage.\n\nIn addition, each hostile creature that starts its turn within 120 feet of you or enters that area for the first time on a turn must succeed on a Wisdom saving throw or be frightened for 1 minute. A creature frightened in this way is restrained. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or if the effect ends for it, the creature is immune to the frightening effect of the spell until you cast **quintessence** again.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11495,7 +11495,7 @@ "desc": "You create an invisible circle of protective energy centered on yourself with a radius of 10 feet. This field moves with you. The caster and all allies within the energy field are protected against dragons’ lair actions.\n* Attack rolls resulting directly from lair actions are made with disadvantage.\n* Saving throws resulting directly from lair actions are made with advantage, and damage done by these lair actions is halved.\n* Lair actions occur on an initiative count 10 lower than normal.\n\nThe caster has advantage on Constitution saving throws to maintain concentration on this spell.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11526,7 +11526,7 @@ "desc": "You call down a rain of swords, spears, and axes. The blades fill 150 square feet (six 5-foot squares, a circle 15 feet in diameter, or any other pattern you want as long as it forms one contiguous space at least 5 feet wide in all places. The blades deal 6d6 slashing damage to each creature in the area at the moment the spell is cast, or half as much damage on a successful Dexterity saving throw. An intelligent undead injured by the blades is frightened for 1d4 rounds if it fails a Charisma saving throw. Most of the blades break or are driven into the ground on impact, but enough survive intact that any single piercing or slashing melee weapon can be salvaged from the affected area and used normally if it is claimed before the spell ends. When the duration expires, all the blades (including the one that was salvaged) disappear.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, an unbroken blade can be picked up and used as a magical +1 weapon until it disappears.", "target_type": "creature", "range": "25 feet", @@ -11557,7 +11557,7 @@ "desc": "You launch a ray of blazing, polychromatic energy from your fingertips. Make a ranged spell attack against an alchemical item or a trap that uses alchemy to achieve its ends, such as a trap that sprays acid, releases poisonous gas, or triggers an explosion of alchemist’s fire. A hit destroys the alchemical reagents, rendering them harmless. The attack is made against the most suitable object Armor Class.\n\nThis spell can also be used against a creature within range that is wholly or partially composed of acidic, poisonous, or alchemical components, such as an alchemical golem or an ochre jelly. In that case, a hit deals 6d6 force damage, and the target must make a successful Constitution saving throw or it deals only half as much damage with its acidic, poisonous, or alchemical attacks for 1 minute. A creature whose damage is halved can repeat the saving throw at the end of each of its turns, ending the effect on a success.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -11588,7 +11588,7 @@ "desc": "You launch a swirling ray of disruptive energy at a creature within range. Make a ranged spell attack. On a hit, the creature takes 6d8 necrotic damage and its maximum hit points are reduced by an equal amount. This reduction lasts until the creature finishes a short or long rest, or until it receives the benefit of a [greater restoration]({{ base_url }}/spells/greater-restoration) spell or comparable magic.\n\nThis spell has no effect on constructs or undead.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -11621,7 +11621,7 @@ "desc": "You inspire allies to fight with the savagery of berserkers. You and any allies you can see within range have advantage on Strength checks and Strength saving throws; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and a +2 bonus to damage with melee weapons.\n\nWhen the spell ends, each affected creature must succeed on a Constitution saving throw or gain 1d4 levels of exhaustion.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus to damage increases by 1 for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -11652,7 +11652,7 @@ "desc": "You designate up to three friendly creatures (one of which can be yourself) within range. Each target teleports to an unoccupied space of its choosing that it can see within 30 feet of itself.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the spell targets one additional friendly creature for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -11683,7 +11683,7 @@ "desc": "Choose up to four creatures within range. If a target is your ally, it can reroll initiative, keeping whichever of the two results it prefers. If a target is your enemy, it must make a successful Wisdom saving throw or reroll initiative, keeping whichever of the two results you prefer. Changes to the initiative order go into effect at the start of the next round.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can affect one additional creature for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -11745,7 +11745,7 @@ "desc": "You touch a beast that has died within the last minute. That beast returns to life with 1 hit point. This spell can’t return to life a beast that has died of old age, nor can it restore any missing body parts.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "Touch", @@ -11776,7 +11776,7 @@ "desc": "You subtly warp the flow of space and time to enhance your conjurations with cosmic potency. Until the spell ends, the maximum duration of any conjuration spell you cast that requires concentration is doubled, any creature that you summon or create with a conjuration spell has 30 temporary hit points, and you have advantage on Charisma checks and Charisma saving throws.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -11807,7 +11807,7 @@ "desc": "You infuse two metal rings with magic, causing them to revolve in a slow orbit around your head or hand. For the duration, when you hit a target within 60 feet of you with an attack, you can launch one of the rings to strike the target as well. The target takes 1d10 bludgeoning damage and must succeed on a Strength saving throw or be pushed 5 feet directly away from you. The ring is destroyed when it strikes.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect up to two additional rings for each spell slot level above 1st.", "target_type": "creature", "range": "Self", @@ -11840,7 +11840,7 @@ "desc": "The iron ring you use to cast the spell becomes a faintly shimmering circlet of energy that spins slowly around you at a radius of 15 feet. For the duration, you and your allies inside the protected area have advantage on saving throws against spells, and all affected creatures gain resistance to one type of damage of your choice.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -11871,7 +11871,7 @@ "desc": "With a sweeping gesture, you cause water to swell up into a 20-foot tall, 20-foot radius cylinder centered on a point on the ground that you can see. Each creature in the cylinder must make a Strength saving throw. On a failed save, the creature is restrained and suspended in the cylinder; on a successful save, the creature moves to just outside the nearest edge of the cylinder.\n\nAt the start of your next turn, you can direct the current of the swell as it dissipates. Choose one of the following options.\n\n* ***Riptide.*** The water in the cylinder flows in a direction you choose, sweeping along each creature in the cylinder. An affected creature takes 3d8 bludgeoning damage and is pushed 40 feet in the chosen direction, landing prone.\n* ***Undertow.*** The water rushes downward, pulling each creature in the cylinder into an unoccupied space at the center. Each creature is knocked prone and must make a successful Constitution saving throw or be stunned until the start of your next turn.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -11937,7 +11937,7 @@ "desc": "Your familiarity with the foul effects of death allows you to prevent a dead body from being returned to life using anything but the most powerful forms of magic.\n\nYou cast this spell by touching a creature that died within the last 24 hours. The body immediately decomposes to a state that prevents the body from being returned to life by the [raise dead]({{ base_url }}/spells/raise-dead) spell (though a [resurrection]({{ base_url }}/spells/resurrection) spell still works). At the end of this spell’s duration, the body decomposes to a rancid slime, and it can’t be returned to life except through a [true resurrection]({{ base_url }}/spells/true-resurrection) spell.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional corpse for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -11968,7 +11968,7 @@ "desc": "You trace a glowing black rune in the air which streaks toward and envelops its target. Make a ranged spell attack against the target. On a successful hit, the rune absorbs the target creature, leaving only the glowing rune hanging in the space the target occupied. The subject can take no actions while imprisoned, nor can the subject be targeted or affected by any means. Any spell durations or conditions affecting the creature are postponed until the creature is freed. A dying creature does not lose hit points or stabilize until freed.\n\nA creature adjacent to the rune can use a move action to attempt to disrupt its energies; doing so allows the imprisoned creature to make a Wisdom saving throw. On a success, this disruption negates the imprisonment and ends the effect. Disruption can be attempted only once per round.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -11999,7 +11999,7 @@ "desc": "You create a long, thin blade of razor-sharp salt crystals. You can wield it as a longsword, using your spellcasting ability to modify your weapon attack rolls. The sword deals 2d8 slashing damage on a hit, and any creature struck by the blade must make a successful Constitution saving throw or be stunned by searing pain until the start of your next turn. Constructs and undead are immune to the blade’s secondary (stun) effect; plants and creatures composed mostly of water, such as water elementals, also take an additional 2d8 necrotic damage if they fail the saving throw.\n\nThe spell lasts until you stop concentrating on it, the duration expires, or you let go of the blade for any reason.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12030,7 +12030,7 @@ "desc": "Casting **sand ship** on a water vessel up to the size of a small sailing ship transforms it into a vessel capable of sailing on sand as easily as water. The vessel still needs a trained crew and relies on wind or oars for propulsion, but it moves at its normal speed across sand instead of water for the duration of the spell. It can sail only over sand, not soil or solid rock. For the duration of the spell, the vessel doesn’t float; it must be beached or resting on the bottom of a body of water (partially drawn up onto a beach, for example) when the spell is cast, or it sinks into the water.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -12061,7 +12061,7 @@ "desc": "When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a [blood elemental]({{ base_url }}/monsters/blood-elemental). The blood elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends.\n\nRoll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "5 feet", @@ -12092,7 +12092,7 @@ "desc": "You summon death and decay to plague your enemies. For dragons, this act often takes the form of attacking a foe’s armor and scales, as a way of weakening an enemy dragon and leaving it plagued by self-doubt and fear. (This enchantment is useful against any armored creature, not just dragons.)\n\nOne creature of your choice within range that has natural armor must make a Constitution saving throw. If it fails, attacks against that creature’s Armor Class are made with advantage, and the creature can’t regain hit points through any means while the spell remains in effect. An affected creature can end the spell by making a successful Constitution saving throw, which also makes the creature immune to further castings of **scale rot** for 24 hours.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the number of affected targets increases by one for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -12123,7 +12123,7 @@ "desc": "You touch a willing creature or object that is not being worn or carried. For the duration, the target gives off no odor. A creature that relies on smell has disadvantage on Wisdom (Perception) checks to detect the target and Wisdom (Survival) checks to track the target. The target is invisible to a creature that relies solely on smell to sense its surroundings. This spell has no effect on targets with unusually strong scents, such as ghasts.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12187,7 +12187,7 @@ "desc": "This spell enables you to create a copy of a one-page written work by placing a blank piece of paper or parchment near the work that you are copying. All the writing, illustrations, and other elements in the original are reproduced in the new document, in your handwriting or drawing style. The new medium must be large enough to accommodate the original source. Any magical properties of the original aren’t reproduced, so you can’t use scribe to make copies of spell scrolls or magic books.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -12218,7 +12218,7 @@ "desc": "You foresee your foe’s strike a split second before it occurs. When you cast this spell successfully, you also designate a number of your allies that can see or hear you equal to your spellcasting ability modifier + your proficiency bonus. Those allies are also not surprised by the attack and can act normally in the first round of combat.\n\nIf you would be surprised, you must make a check using your spellcasting ability at the moment your reaction would be triggered. The check DC is equal to the current initiative count. On a failed check, you are surprised and can’t use your reaction to cast this spell until after your next turn. On a successful check, you can use your reaction to cast this spell immediately.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12249,7 +12249,7 @@ "desc": "When you **cast sculpt** snow in an area filled with snow, you can create one Large object, two Medium objects, or four smaller objects from snow. With a casting time of 1 action, your sculptings bear only a crude resemblance to generic creatures or objects. If you increase the casting time to 1 minute, your creations take on a more realistic appearance and can even vaguely resemble specific creatures; the resemblance isn’t strong enough to fool anyone, but the creature can be recognized. The sculptures are as durable as a typical snowman.\n\nSculptures created by this spell can be animated with [animate objects]({{ base_url }}/spells/animate-objects) or comparable magic. Animated sculptures gain the AC, hit points, and other attributes provided by that spell. When they attack, they deal normal damage plus a similar amount of cold damage; an animated Medium sculpture, for example, deals 2d6 + 1 bludgeoning damage plus 2d6 + 1 cold damage.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can sculpt one additional Large object for each slot level above 2nd. Two Large objects can be replaced with one Huge object.", "target_type": "area", "range": "60 feet", @@ -12280,7 +12280,7 @@ "desc": "You inscribe an angelic seal on the ground, the floor, or other solid surface of a structure. The seal creates a spherical sanctuary with a radius of 50 feet, centered on the seal. For the duration, aberrations, elementals, fey, fiends, and undead that approach to within 5 feet of the boundary know they are about to come into contact with a deadly barrier. If such a creature moves so as to touch the boundary, or tries to cross the boundary by any means, including teleportation and extradimensional travel, it must make a Charisma saving throw. On a failed save, it takes 10d8 radiant damage, is repelled to 5 feet outside the boundary, and can’t target anything inside the boundary with attacks, spells, or abilities until the spell ends. On a successful save, the creature takes half as much radiant damage and can cross the boundary. If the creature is a fiend that isn’t on its home plane, it is immediately destroyed (no saving throw) instead of taking damage.\n\nAberrations, elementals, fey, and undead that are within 50 feet of the seal (inside the boundary) have disadvantage on ability checks, attack rolls, and saving throws, and each such creature takes 2d8 radiant damage at the start of its turn.\n\nCreatures other than aberrations, elementals, fey, fiends, and undead can’t be charmed or frightened while within 50 feet of the seal.\n\nThe seal has AC 18, 50 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and poison damage. Ranged attacks against the seal are made with disadvantage. If it is scribed on the surface of an object that is later destroyed (such as a wooden door), the seal is not damaged and remains in place, perhaps suspended in midair. The spell ends only if the seal is reduced to 0 hit points.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12313,7 +12313,7 @@ "desc": "This spell intensifies the light and heat of the sun, so that it burns exposed flesh. You must be able to see the sun when you cast the spell. The searing sunlight affects a cylindrical area 50 feet in radius and 200 feet high, centered on the a point within range. Each creature that starts its turn in that area takes 5d8 fire damage, or half the damage with a successful Constitution saving throw. A creature that’s shaded by a solid object —such as an awning, a building, or an overhanging boulder— has advantage on the saving throw. On your turn, you can use an action to move the center of the cylinder up to 20 feet along the ground in any direction.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "200 feet", @@ -12346,7 +12346,7 @@ "desc": "This spell enables a willing creature you touch to see through any obstructions as if they were transparent. For the duration, the target can see into and through opaque objects, creatures, spells, and effects that obstruct line of sight to a range of 30 feet. Inside that distance, the creature can choose what it perceives as opaque and what it perceives as transparent as freely and as naturally as it can shift its focus from nearby to distant objects.\n\nAlthough the creature can see any target within 30 feet of itself, all other requirements must still be satisfied before casting a spell or making an attack against that target. For example, the creature can see an enemy that has total cover but can’t shoot that enemy with an arrow because the cover physically prevents it. That enemy could be targeted by a [geas]({{ base_url }}/spells/geas) spell, however, because [geas]({{ base_url }}/spells/geas) needs only a visible target.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12377,7 +12377,7 @@ "desc": "This spell impregnates a living creature with a rapidly gestating [hydra]({{ base_url }}/spells/hydra) that consumes the target from within before emerging to wreak havoc on the world. Make a ranged spell attack against a living creature within range that you can see. On a hit, you implant a five‑headed embryonic growth into the creature. Roll 1d3 + 1 to determine how many rounds it takes the embryo to mature.\n\nDuring the rounds when the embryo is gestating, the affected creature takes 5d4 slashing damage at the start of its turn, or half the damage with a successful Constitution saving throw.\n\nWhen the gestation period has elapsed, a tiny hydra erupts from the target’s abdomen at the start of your turn. The hydra appears in an unoccupied space adjacent to the target and immediately grows into a full-size Huge aberration. Nearby creatures are pushed away to clear a sufficient space as the hydra grows. This creature is a standard hydra, but with the ability to cast [bane]({{ base_url }}/spells/bane) as an action (spell save DC 11) requiring no spell components. Roll initiative for the hydra, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don’t give it a command or it can’t follow your command, the hydra attacks the nearest living creature.\n\nAt the end of each of the hydra’s turns, you must make a DC 15 Charisma saving throw. On a successful save, the hydra remains under your control and friendly to you and your companions. On a failed save, your control ends, the hydra becomes hostile to all creatures, and it attacks the nearest creature to the best of its ability.\n\nThe hydra disappears at the end of the spell’s duration, or its existence can be cut short with a [wish]({{ base_url }}/spells/wish) spell or comparable magic, but nothing less. The embryo can be destroyed before it reaches maturity by using a [dispel magic]({{ base_url }}/spells/dispel-magic) spell under the normal rules for dispelling high-level magic.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -12410,7 +12410,7 @@ "desc": "Your touch inflicts a virulent, flesh-eating disease. Make a melee spell attack against a creature within your reach. On a hit, the creature’s Dexterity score is reduced by 1d4, and it is afflicted with the seeping death disease for the duration.\n\nSince this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it and can end the spell early.\n\n***Seeping Death.*** The creature’s flesh is slowly liquefied by a lingering necrotic pestilence. At the end of each long rest, the diseased creature must succeed on a Constitution saving throw or its Dexterity score is reduced by 1d4. The reduction lasts until the target finishes a long rest after the disease is cured. If the disease reduces the creature’s Dexterity to 0, the creature dies.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12441,7 +12441,7 @@ "desc": "Your foreknowledge allows you to act before others, because you knew what was going to happen. When you cast this spell, make a new initiative roll with a +5 bonus. If the result is higher than your current initiative, your place in the initiative order changes accordingly. If the result is also higher than the current place in the initiative order, you take your next turn immediately and then use the higher number starting in the next round.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12472,7 +12472,7 @@ "desc": "You adopt the visage of the faceless god Nyarlathotep. For the duration, any creature within 10 feet of you and able to see you can’t willingly move closer to you unless it makes a successful Wisdom saving throw at the start of its turn. Constructs and undead are immune to this effect.\n\nFor the duration of the spell, you also gain vulnerability to radiant damage and have advantage on saving throws against effects that cause the frightened condition.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12503,7 +12503,7 @@ "desc": "You create a magical screen across your eyes. While the screen remains, you are immune to blindness caused by visible effects, such as [color spray]({{ base_url }}/spells/color-spray). The spell doesn’t alleviate blindness that’s already been inflicted on you. If you normally suffer penalties on attacks or ability checks while in sunlight, those penalties don’t apply while you’re under the effect of this spell.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 10 minutes for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -12534,7 +12534,7 @@ "desc": "You can siphon energy from the plane of shadow to protect yourself from an immediate threat. As a reaction, you pull shadows around yourself to distort reality. The attack against you is made with disadvantage, and you have resistance to radiant damage until the start of your next turn.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12565,7 +12565,7 @@ "desc": "You create a momentary needle of cold, sharp pain in a creature within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage immediately and have its speed halved until the start of your next turn.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "This spell’s damage increases to 2d6 when you reach 5th level, 3d6 when you reach 11th level, and 4d6 when you reach 17th level.", "target_type": "creature", "range": "60 feet", @@ -12596,7 +12596,7 @@ "desc": "You make a melee spell attack against a creature you touch that has darkvision as an innate ability; on a hit, the target’s darkvision is negated until the spell ends. This spell has no effect against darkvision that derives from a spell or a magic item. The target retains all of its other senses.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -12660,7 +12660,7 @@ "desc": "You choose up to two creatures within range. Each creature must make a Wisdom saving throw. On a failed save, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", "target_type": "creature", "range": "120 feet", @@ -12691,7 +12691,7 @@ "desc": "You animate the shadow of a creature within range, causing it to attack that creature. As a bonus action when you cast the spell, or as an action on subsequent rounds while you maintain concentration, make a melee spell attack against the creature. If it hits, the target takes 2d8 psychic damage and must make a successful Intelligence saving throw or be incapacitated until the start of your next turn.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -12724,7 +12724,7 @@ "desc": "You paint a small door approximately 2 feet square on a hard surface to create a portal into the void of space. The portal “peels off” the surface you painted it on and follows you when you move, always floating in the air within 5 feet of you. An icy chill flows out from the portal. You can place up to 750 pounds of nonliving matter in the portal, where it stays suspended in the frigid void until you withdraw it. Items that are still inside the shadow trove when the duration ends spill out onto the ground. You can designate a number of creatures up to your Intelligence modifier who have access to the shadow trove; only you and those creatures can move objects into the portal.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 2 hours for each slot level above 3rd.", "target_type": "creature", "range": "5 feet", @@ -12755,7 +12755,7 @@ "desc": "If a creature you designate within range fails a Charisma saving throw, you cause the target’s shadow to come to life and reveal one of the creature’s most scandalous secrets: some fact that the target would not want widely known (GM’s choice). When casting the spell, you choose whether everyone present will hear the secret, in which case the shadow speaks loudly in a twisted version of the target’s voice, or if the secret is whispered only to you. The shadow speaks in the target’s native language.\n\nIf the target does not have a scandalous secret or does not have a spoken language, the spell fails as if the creature’s saving throw had succeeded.\n\nIf the secret was spoken aloud, the target takes a −2 penalty to Charisma checks involving anyone who was present when it was revealed. This penalty lasts until you finish a long rest.\n\n***Ritual Focus.*** If you expend your ritual focus, the target has disadvantage on Charisma checks instead of taking the −2 penalty.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -12786,7 +12786,7 @@ "desc": "You fill a small silver cup with your own blood (taking 1d4 piercing damage) while chanting vile curses in the dark. Once the chant is completed, you consume the blood and swear an oath of vengeance against any who harm you.\n\nIf you are reduced to 0 hit points, your oath is invoked; a shadow materializes within 5 feet of you. The shadow attacks the creature that reduced you to 0 hit points, ignoring all other targets, until it or the target is slain, at which point the shadow dissipates into nothing.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, an additional shadow is conjured for each slot level above 4th.\n\n***Ritual Focus.*** If you expend your ritual focus, the spell summons a banshee instead of a shadow. If you also use a higher-level spell slot, additional undead are still shadows.", "target_type": "point", "range": "Self", @@ -12883,7 +12883,7 @@ "desc": "By wrapping yourself in strands of chaotic energy, you gain advantage on the next attack roll or ability check that you make. Fate is a cruel mistress, however, and her scales must always be balanced. The second attack roll or ability check (whichever occurs first) that you make after casting **shifting the odds** is made with disadvantage.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12945,7 +12945,7 @@ "desc": "You call up a black veil of necrotic energy that devours the living. You draw on the life energy of all living creatures within 30 feet of you that you can see. When you cast the spell, every living creature within 30 feet of you that you can see takes 1 necrotic damage, and all those hit points transfer to you as temporary hit points. The damage and the temporary hit points increase to 2 per creature at the start of your second turn concentrating on the spell, 3 per creature at the start of your third turn, and so on. All living creatures you can see within 30 feet of you at the start of each of your turns are affected. A creature can avoid the effect by moving more than 30 feet away from you or by getting out of your line of sight, but it becomes susceptible again if the necessary conditions are met. The temporary hit points last until the spell ends.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -12978,7 +12978,7 @@ "desc": "With a few perfectly timed steps, you interpose a foe between you and danger. You cast this spell when an enemy makes a ranged attack or a ranged spell attack against you but before the attack is resolved. At least one other foe must be within 10 feet of you when you cast **sidestep arrow**. As part of casting the spell, you can move up to 15 feet to a place where an enemy lies between you and the attacker. If no such location is available, the spell has no effect. You must be able to move (not restrained or grappled or prevented from moving for any other reason), and this move does not provoke opportunity attacks. After you move, the ranged attack is resolved with the intervening foe as the target instead of you.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -13009,7 +13009,7 @@ "desc": "You invoke the twilight citadels of Koth to create a field of magical energy in the shape of a 60-foot-radius, 60-foot‑tall cylinder centered on you. The only visible evidence of this field is a black rune that appears on every doorway, window, or other portal inside the area.\n\nChoose one of the following creature types: aberration, beast, celestial, dragon, elemental, fey, fiend, giant, humanoid, monstrosity, ooze, plant, or undead. The sign affects creatures of the chosen type (including you, if applicable) in the following ways:\n* The creatures can’t willingly enter the cylinder’s area by nonmagical means; the cylinder acts as an invisible, impenetrable wall of force. If an affected creature tries to enter the cylinder’s area by using teleportation, a dimensional shortcut, or other magical means, it must make a successful Charisma saving throw or the attempt fails.\n* They cannot hear any sounds that originate inside the cylinder.\n* They have disadvantage on attack rolls against targets inside the cylinder.\n* They can’t charm, frighten, or possess creatures inside the cylinder.\nCreatures that aren’t affected by the field and that take a short rest inside it regain twice the usual number of hit points for each Hit Die spent at the end of the rest.\n\nWhen you cast this spell, you can choose to reverse its magic; doing this will prevent affected creatures from leaving the area instead of from entering it, make them unable to hear sounds that originate outside the cylinder, and so forth. In this case, the field provides no benefit for taking a short rest.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the radius increases by 30 feet for each slot level above 7th.", "target_type": "creature", "range": "Self", @@ -13040,7 +13040,7 @@ "desc": "You create a shadow play against a screen or wall. The surface can encompass up to 100 square feet. The number of creatures that can see the shadow play equals your Intelligence score. The shadowy figures make no sound but they can dance, run, move, kiss, fight, and so forth. Most of the figures are generic types—a rabbit, a dwarf—but a number of them equal to your Intelligence modifier can be recognizable as specific individuals.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13071,7 +13071,7 @@ "desc": "When you are within range of a cursed creature or object, you can transfer the curse to a different creature or object that’s also within range. The curse must be transferred from object to object or from creature to creature.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "20 feet", @@ -13102,7 +13102,7 @@ "desc": "Your magic haunts the dreams of others. Choose a sleeping creature that you are aware of within range. Creatures that don’t sleep, such as elves, can’t be targeted. The creature must succeed on a Wisdom saving throw or it garners no benefit from the rest, and when it awakens, it gains one level of exhaustion and is afflicted with short‑term madness.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can affect one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -13133,7 +13133,7 @@ "desc": "You set a series of small events in motion that cause the targeted creature to drop one nonmagical item of your choice that it’s currently holding, unless it makes a successful Charisma saving throw.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -13164,7 +13164,7 @@ "desc": "You momentarily become a shadow (a humanoid-shaped absence of light, not the undead creature of that name). You can slide under a door, through a keyhole, or through any other tiny opening. All of your equipment is transformed with you, and you can move up to your full speed during the spell’s duration. While in this form, you have advantage on Dexterity (Stealth) checks made in darkness or dim light and you are immune to nonmagical bludgeoning, piercing, and slashing damage. You can dismiss this spell by using an action to do so.\n\nIf you return to your normal form while in a space too small for you (such as a mouse hole, sewer pipe, or the like), you take 4d6 force damage and are pushed to the nearest space within 50 feet big enough to hold you. If the distance is greater than 50 feet, you take an extra 1d6 force damage for every additional 10 feet traveled.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target an additional willing creature that you touch for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -13195,7 +13195,7 @@ "desc": "A ball of snow forms 5 feet away from you and rolls in the direction you point at a speed of 30 feet, growing larger as it moves. To roll the boulder into a creature, you must make a successful ranged spell attack. If the boulder hits, the creature must make a successful Dexterity saving throw or be knocked prone and take the damage indicated below. Hitting a creature doesn’t stop the snow boulder’s movement or impede its growth, as long as you continue to maintain concentration on the effect. When the spell ends, the boulder stops moving.\n\n| Round | Size | Damage |\n|-|-|-|\n| 1 | Small | 1d6 bludgeoning |\n| 2 | Medium | 2d6 bludgeoning |\n| 3 | Large | 4d6 bludgeoning |\n| 4 | Huge | 6d6 bludgeoning |\n\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -13226,7 +13226,7 @@ "desc": "This spell creates a simple “fort” from packed snow. The snow fort springs from the ground in an unoccupied space within range. It encircles a 10-foot area with sloping walls 4 feet high. The fort provides half cover (+2 AC) against ranged and melee attacks coming from outside the fort. The walls have AC 12, 30 hit points per side, are immune to cold, necrotic, poison, and psychic damage, and are vulnerable to fire damage. A damaged wall can be repaired by casting a spell that deals cold damage on it, on a point-for-point basis, up to a maximum of 30 points.\n\nThe spell also creates a dozen snowballs that can be thrown (range 20/60) and that deal 1d4 bludgeoning damage plus 1d4 cold damage on a hit.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -13257,7 +13257,7 @@ "desc": "This spell makes a slight alteration to a target creature’s appearance that gives it advantage on Dexterity (Stealth) checks to hide in snowy terrain. In addition, the target can use a bonus action to make itself invisible in snowy terrain for 1 minute. The spell ends at the end of the minute or when the creature attacks or casts a spell.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -13288,7 +13288,7 @@ "desc": "You attune your senses to the natural world, so that you detect every sound that occurs within 60 feet: wind blowing through branches, falling leaves, grazing deer, trickling streams, and more. You can clearly picture the source of each sound in your mind. The spell gives you tremorsense out to a range of 10 feet. In addition, you have advantage on Wisdom (Perception) checks that rely on hearing. Creatures that make no noise or that are magically silent cannot be detected by this spell’s effect.\n\n**Song of the forest** functions only in natural environments; it fails if cast underground, in a city, or in a building that isolates the caster from nature (GM’s discretion).\n\n***Ritual Focus.*** If you expend your ritual focus, the spell also gives you blindsight out to a range of 30 feet.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -13319,7 +13319,7 @@ "desc": "You awaken a spirit that resides inside an inanimate object such as a rock, a sign, or a table, and can ask it up to three yes-or-no questions. The spirit is indifferent toward you unless you have done something to harm or help it. The spirit can give you information about its environment and about things it has observed (with its limited senses), and it can act as a spy for you in certain situations. The spell ends when its duration expires or after you have received answers to three questions.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -13350,7 +13350,7 @@ "desc": "You designate a creature you can see within range and tell it to spin. The creature can resist this command with a successful Wisdom saving throw. On a failed save, the creature spins in place for the duration of the spell. A spinning creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that has spun for 1 round or longer becomes dizzy and has disadvantage on attack rolls and ability checks until 1 round after it stops spinning.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -13414,7 +13414,7 @@ "desc": "You create a connection between the target of the spell, an attacker that injured the target during the last 24 hours, and the melee weapon that caused the injury, all of which must be within range when the spell is cast.\n\nFor the duration of the spell, whenever the attacker takes damage while holding the weapon, the target must make a Charisma saving throw. On a failed save, the target takes the same amount and type of damage, or half as much damage on a successful one. The attacker can use the weapon on itself and thus cause the target to take identical damage. A self-inflicted wound hits automatically, but damage is still rolled randomly.\n\nOnce the connection is established, it lasts for the duration of the spell regardless of range, so long as all three elements remain on the same plane. The spell ends immediately if the attacker receives any healing.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "The target has disadvantage on its Charisma saving throws if **spiteful weapon** is cast using a spell slot of 5th level or higher.", "target_type": "creature", "range": "25 feet", @@ -13445,7 +13445,7 @@ "desc": "You urge your mount to a sudden burst of speed. Until the end of your next turn, you can direct your mount to use the Dash or Disengage action as a bonus action. This spell has no effect on a creature that you are not riding.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13509,7 +13509,7 @@ "desc": "The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can't be the source of blood for any spell or effect that requires even a drop of blood.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13602,7 +13602,7 @@ "desc": "This spell acts as [compelling fate]({{ base_url }}/spells/compelling-fate), except as noted above (**starry** vision can be cast as a reaction, has twice the range of [compelling fate]({{ base_url }}/spells/compelling-fate), and lasts up to 1 minute). At the end of each of its turns, the target repeats the Charisma saving throw, ending the effect on a success.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the bonus to AC increases by 1 for each slot level above 7th.", "target_type": "creature", "range": "100 feet", @@ -13633,7 +13633,7 @@ "desc": "This spell increases gravity tenfold in a 50-foot radius centered on you. Each creature in the area other than you drops whatever it’s holding, falls prone, becomes incapacitated, and can’t move. If a solid object (such as the ground) is encountered when a flying or levitating creature falls, the creature takes three times the normal falling damage. Any creature except you that enters the area or starts its turn there must make a successful Strength saving throw or fall prone and become incapacitated and unable to move. A creature that starts its turn prone and incapacitated makes a Strength saving throw. On a failed save, the creature takes 8d6 bludgeoning damage; on a successful save, it takes 4d6 bludgeoning damage, it’s no longer incapacitated, and it can move at half speed.\n\nAll ranged weapon attacks inside the area have a normal range of 5 feet and a maximum range of 10 feet. The same applies to spells that create missiles that have mass, such as [flaming sphere]({{ base_url }}/spells/flaming-sphere). A creature under the influence of a [freedom of movement]({{ base_url }}/spells/freedom-of-movement) spell or comparable magic has advantage on the Strength saving throws required by this spell, and its speed isn’t reduced once it recovers from being incapacitated.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "50 feet", @@ -13666,7 +13666,7 @@ "desc": "When you cast **steal warmth** after taking cold damage, you select a living creature within 5 feet of you. That creature takes the cold damage instead, or half the damage with a successful Constitution saving throw. You regain hit points equal to the amount of cold damage taken by the target.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the distance to the target you can affect with this spell increases by 5 feet for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -13759,7 +13759,7 @@ "desc": "Choose one creature you can see within range that isn’t a construct or an undead. The target must succeed on a Charisma saving throw or become cursed for the duration of the spell. While cursed, the target reeks of death and rot, and nothing short of magic can mask or remove the smell. The target has disadvantage on all Charisma checks and on Constitution saving throws to maintain concentration on spells. A creature with the Keen Smell trait, or a similar trait indicating the creature has a strong sense of smell, can add your spellcasting ability modifier to its Wisdom (Perception) or Wisdom (Survival) checks to find the target. A [remove curse]({{ base_url }}/spells/remove-curse) spell or similar magic ends the spell early.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration increases by 1 hour for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -13790,7 +13790,7 @@ "desc": "You create a storm of spectral birds, bats, or flying insects in a 15-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured. Each creature in the storm when it appears and each a creature that starts its turn in the storm is affected by the storm.\n As a bonus action on your turn, you can move the storm up to 30 feet. As an action on your turn, you can change the storm from one type to another, such as from a storm of bats to a storm of insects.\n ***Bats.*** The creature takes 4d6 necrotic damage, and its speed is halved while within the storm as the bats cling to it and drain its blood.\n ***Birds.*** The creature takes 4d6 slashing damage, and has disadvantage on attack rolls while within the storm as the birds fly in the way of the creature's attacks.\n ***Insects.*** The creature takes 4d6 poison damage, and it must make a Constitution saving throw each time it casts a spell while within the storm. On a failed save, the creature fails to cast the spell, losing the action but not the spell slot.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -13854,7 +13854,7 @@ "desc": "You summon eldritch aberrations that appear in unoccupied spaces you can see within range. Choose one of the following options for what appears:\n* Two [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng)\n* One [shantak]({{ base_url }}/monsters/shantak)\n\nWhen the summoned creatures appear, you must make a Charisma saving throw. On a success, the creatures are friendly to you and your allies. On a failure, the creatures are friendly to no one and attack the nearest creatures, pursuing and fighting for as long as possible.\n\nRoll initiative for the summoned creatures, which take their own turns as a group. If friendly to you, they obey your verbal commands (no action required by you to issue a command), or they attack the nearest living creature if they are not commanded otherwise.\n\nEach round when you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw at the end of your turn or take 1d4 psychic damage. If the total of this damage exceeds your Wisdom score, you gain 1 point of Void taint and you are afflicted with a form of short-term madness. The same penalty applies when the damage exceeds twice your Wisdom score, three times your Wisdom score, and so forth, if you maintain concentration for that long.\n\nA summoned creature disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before 1 hour has elapsed, the creatures become uncontrolled and hostile until they disappear 1d6 rounds later or until they are killed.\n", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 7th- or 8th-level spell slot, you can summon four [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng) or a [hound of Tindalos]({{ base_url }}/monsters/hound-of-tindalos). When you cast it with a 9th-level spell slot, you can summon five [ghasts of Leng]({{ base_url }}/monsters/ghast-of-leng) or a [nightgaunt]({{ base_url }}/monsters/nightgaunt).", "target_type": "creature", "range": "60 feet", @@ -13885,7 +13885,7 @@ "desc": "You summon a friendly star from the heavens to do your bidding. It appears in an unoccupied space you can see within range and takes the form of a glowing humanoid with long white hair. All creatures other than you who view the star must make a successful Wisdom saving throw or be charmed for the duration of the spell. A creature charmed in this way can repeat the Wisdom saving throw at the end of each of its turns. On a success, the creature is no longer charmed and is immune to the effect of this casting of the spell. In all other ways, the star is equivalent to a [deva]({{ base_url }}/monsters/deva). It understands and obeys verbal commands you give it. If you do not give the star a command, it defends itself and attacks the last creature that attacked it. The star disappears when it drops to 0 hit points or when the spell ends.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -13916,7 +13916,7 @@ "desc": "Using your strength of will, you cause one creature other than yourself that you touch to become so firmly entrenched within reality that it is protected from the effects of a chaos magic surge. The protected creature can make a DC 13 Charisma saving throw to negate the effect of a chaos magic surge that does not normally allow a saving throw, or it gains advantage on a saving throw that is normally allowed. Once the protected creature makes a successful saving throw allowed by **surge dampener**, the spell ends.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -13947,7 +13947,7 @@ "desc": "You touch a willing creature and choose one of the conditions listed below that the creature is currently subjected to. The condition’s normal effect on the target is suspended, and the indicated effect applies instead. This spell’s effect on the target lasts for the duration of the original condition or until the spell ends. If this spell ends before the original condition’s duration expires, you become affected by the condition for as long as it lasts, even if you were not the original recipient of the condition.\n\n***Blinded:*** The target gains truesight out to a range of 10 feet and can see 10 feet into the Ethereal Plane.\n\n***Charmed:*** The target’s Charisma score becomes 19, unless it is already higher than 19, and it gains immunity to charm effects.\n\n***Frightened:*** The target emits a 10-foot-radius aura of dread. Each creature the target designates that starts its turn in the aura must make a successful Wisdom saving throw or be frightened of the target. A creature frightened in this way that starts its turn outside the aura repeats the saving throw, ending the condition on itself on a success.\n\n***Paralyzed:*** The target can use one extra bonus action or reaction per round.\n\n***Petrified:*** The target gains a +2 bonus to AC.\n\n***Poisoned:*** The target heals 2d6 hit points at the start of its next turn, and it gains immunity to poison damage and the poisoned condition.\n\n***Stunned:*** The target has advantage on Intelligence, Wisdom, and Charisma saving throws.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14042,7 +14042,7 @@ "desc": "Twisting the knife, slapping with the butt of the spear, slashing out again as you recover from a lunge, and countless other double-strike maneuvers are skillful ways to get more from your weapon. By casting this spell as a bonus action after making a successful melee weapon attack, you deal an extra 2d6 damage of the weapon’s type to the target. In addition, if your weapon attack roll was a 19 or higher, it is a critical hit and increases the weapon’s damage dice as normal. The extra damage from this spell is not increased on a critical hit.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -14073,7 +14073,7 @@ "desc": "You target a point within range. That point becomes the top center of a cylinder 10 feet in radius and 40 feet deep. All ice inside that area melts immediately. The uppermost layer of ice seems to remain intact and sturdy, but it covers a 40-foot-deep pit filled with ice water. A successful Wisdom (Survival) check or passive Perception check against your spell save DC notices the thin ice. If a creature weighing more than 20 pounds (or a greater weight specified by you when casting the spell) treads over the cylinder or is already standing on it, the ice gives way. Unless the creature makes a successful Dexterity saving throw, it falls into the icy water, taking 2d6 cold damage plus whatever other problems are caused by water, by armor, or by being drenched in a freezing environment. The water gradually refreezes normally.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -14137,7 +14137,7 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a Constitution saving throw or become overcome with euphoria, rendering it incapacitated for the duration. The target automatically fails Wisdom saving throws, and attack rolls against the target have advantage. At the end of each of its turns, the target can make another Constitution saving throw. On a successful save, the spell ends on the target and it gains one level of exhaustion. If the spell continues for its maximum duration, the target gains three levels of exhaustion when the spell ends.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional humanoid for each slot level above 3rd. The humanoids must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -14234,7 +14234,7 @@ "desc": "With a thunderous battle cry, you move up to 10 feet in a straight line and make a melee weapon attack. If it hits, you can choose to either gain a +5 bonus on the attack’s damage or shove the target 10 feet.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the distance you can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 1st.", "target_type": "creature", "range": "Self", @@ -14265,7 +14265,7 @@ "desc": "This spell acts as [thunderous charge]({{ base_url }}/spells/thunderous-charge), but affecting up to three targets within range, including yourself. A target other than you must use its reaction to move and attack under the effect of thunderous stampede.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the distance your targets can move increases by 10 feet, and the attack deals an additional 1d6 thunder damage, for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -14329,7 +14329,7 @@ "desc": "You touch a willing creature, and it becomes surrounded by a roiling storm cloud 30 feet in diameter, erupting with (harmless) thunder and lightning. The creature gains a flying speed of 60 feet. The cloud heavily obscures the creature inside it from view, though it is transparent to the creature itself.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14360,7 +14360,7 @@ "desc": "A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. On a failed save, the creature is pushed 10 feet away from you and its speed is reduced to 0 until the start of its next turn.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -14391,7 +14391,7 @@ "desc": "You designate a spot within your sight. Time comes under your control in a 20-foot radius centered on that spot. You can freeze it, reverse it, or move it forward by as much as 1 minute as long as you maintain concentration. Nothing and no one, yourself included, can enter the field or affect what happens inside it. You can choose to end the effect at any moment as an action on your turn.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Sight", @@ -14422,7 +14422,7 @@ "desc": "You touch a construct and throw it forward in time if it fails a Constitution saving throw. The construct disappears for 1d4 + 1 rounds, during which time it cannot act or be acted upon in any way. When the construct returns, it is unaware that any time has passed.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14453,7 +14453,7 @@ "desc": "You capture a creature within range in a loop of time. The target is teleported to the space where it began its most recent turn. The target then makes a Wisdom saving throw. On a successful save, the spell ends. On a failed save, the creature must repeat the activities it undertook on its previous turn, following the sequence of moves and actions to the best of its ability. It doesn’t need to move along the same path or attack the same target, but if it moved and then attacked on its previous turn, its only option is to move and then attack on this turn. If the space where the target began its previous turn is occupied or if it’s impossible for the target to take the same action (if it cast a spell but is now unable to do so, for example), the target becomes incapacitated.\n\nAn affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to its starting point at the start of each of its turns, and it must repeat the same sequence of moves and actions.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14484,7 +14484,7 @@ "desc": "You ensnare a creature within range in an insidious trap, causing different parts of its body to function at different speeds. The creature must make an Intelligence saving throw. On a failed save, it is stunned until the end of its next turn. On a success, the creature’s speed is halved and it has disadvantage on attack rolls and saving throws until the end of its next turn. The creature repeats the saving throw at the end of each of its turns, with the same effects for success and failure. In addition, the creature has disadvantage on Strength or Dexterity saving throws but advantage on Constitution or Charisma saving throws for the spell’s duration (a side effect of the chronal anomaly suffusing its body). The spell ends if the creature makes three successful saves in a row.", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -14515,7 +14515,7 @@ "desc": "You briefly step forward in time. You disappear from your location and reappear at the start of your next turn in a location of your choice that you can see within 30 feet of the space you disappeared from. You can’t be affected by anything that happens during the time you’re missing, and you aren’t aware of anything that happens during that time.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -14608,7 +14608,7 @@ "desc": "You grant machinelike stamina to a creature you touch for the duration of the spell. The target requires no food or drink or rest. It can move at three times its normal speed overland and perform three times the usual amount of labor. The target is not protected from fatigue or exhaustion caused by a magical effect.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14639,7 +14639,7 @@ "desc": "**Tongue of sand** is similar in many ways to [magic mouth]({{ base_url }}/spells/magic-mouth). When you cast it, you implant a message in a quantity of sand. The sand must fill a space no smaller than 4 square feet and at least 2 inches deep. The message can be up to 25 words. You also decide the conditions that trigger the speaking of the message. When the message is triggered, a mouth forms in the sand and delivers the message in a raspy, whispered voice that can be heard by creatures within 10 feet of the sand.\n\nAdditionally, **tongue of sand** has the ability to interact in a simple, brief manner with creatures who hear its message. For up to 10 minutes after the message is triggered, questions addressed to the sand will be answered as you would answer them. Each answer can be no more than ten words long, and the spell ends after a second question is answered.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14670,7 +14670,7 @@ "desc": "You make a choking motion while pointing at a target, which must make a successful Wisdom saving throw or become unable to communicate verbally. The target’s speech becomes garbled, and it has disadvantage on Charisma checks that require speech. The creature can cast a spell that has a verbal component only by making a successful Constitution check against your spell save DC. On a failed check, the creature’s action is used but the spell slot isn’t expended.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14701,7 +14701,7 @@ "desc": "You harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -14732,7 +14732,7 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 2d6 necrotic damage and, if it is not an undead creature, it is paralyzed until the end of its next turn. Until the spell ends, you can make the attack again on each of your turns as an action.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -14765,7 +14765,7 @@ "desc": "When you cast this spell and as a bonus action on each of your turns until the spell ends, you can imbue a piece of ammunition you fire from a ranged weapon with a tiny, invisible beacon. If a ranged attack roll with an imbued piece of ammunition hits a target, the beacon is transferred to the target. The weapon that fired the ammunition is attuned to the beacon and becomes warm to the touch when it points in the direction of the target as long as the target is on the same plane of existence as you. You can have only one *tracer* target at a time. If you put a *tracer* on a different target, the effect on the previous target ends.\n A creature must succeed on an Intelligence (Arcana) check against your spell save DC to notice the magical beacon.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "Self", @@ -14796,7 +14796,7 @@ "desc": "You cause the glint of a golden coin to haze over the vision of one creature in range. The target creature must make a Wisdom saving throw. If it fails, it sees a gorge, trench, or other hole in the ground, at a spot within range chosen by you, which is filled with gold and treasure. On its next turn, the creature must move toward that spot. When it reaches the spot, it becomes incapacitated, as it devotes all its attention to scooping imaginary treasure into its pockets or a pouch.\n\nAn affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effect also ends if the creature takes damage from you or one of your allies.\n\nCreatures with the dragon type have disadvantage on the initial saving throw but have advantage on saving throws against this spell made after reaching the designated spot.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "100 feet", @@ -14858,7 +14858,7 @@ "desc": "One willing creature you touch gains a climbing speed equal to its walking speed. This climbing speed functions only while the creature is in contact with a living plant or fungus that’s growing from the ground. The creature can cling to an appropriate surface with just one hand or with just its feet, leaving its hands free to wield weapons or cast spells. The plant doesn’t give under the creature’s weight, so the creature can walk on the tiniest of tree branches, stand on a leaf, or run across the waving top of a field of wheat without bending a stalk or touching the ground.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14889,7 +14889,7 @@ "desc": "You touch a tree and ask one question about anything that might have happened in its immediate vicinity (such as “Who passed by here?”). You get a mental sensation of the response, which lasts for the duration of the spell. Trees do not have a humanoid’s sense of time, so the tree might speak about something that happened last night or a hundred years ago. The sensation you receive might include sight, hearing, vibration, or smell, all from the tree’s perspective. Trees are particularly attentive to anything that might harm the forest and always report such activities when questioned.\n\nIf you cast this spell on a tree that contains a creature that can merge with trees, such as a dryad, you can freely communicate with the merged creature for the duration of the spell.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -14920,7 +14920,7 @@ "desc": "By making a scooping gesture, you cause the ground to slowly sink in an area 5 feet wide and 60 feet long, originating from a point within range. When the casting is finished, a 5-foot-deep trench is the result.\n\nThe spell works only on flat, open ground (not on stone or paved surfaces) that is not occupied by creatures or objects.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can increase the width of the trench by 5 feet or the length by 30 feet for each slot level above 2nd. You can make a different choice (width or length) for each slot level above 2nd.", "target_type": "area", "range": "60 feet", @@ -14951,7 +14951,7 @@ "desc": "You pose a question that can be answered by one word, directed at a creature that can hear you. The target must make a successful Wisdom saving throw or be compelled to answer your question truthfully. When the answer is given, the target knows that you used magic to compel it.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -14982,7 +14982,7 @@ "desc": "You transform one of the four elements—air, earth, fire, or water—into ice or snow. The affected area is a sphere with a radius of 100 feet, centered on you. The specific effect depends on the element you choose.\n* ***Air.*** Vapor condenses into snowfall. If the effect of a [fog cloud]({{ base_url }}/spells/fog-cloud) spell, a [stinking cloud]({{ base_url }}/spells/stinking-cloud), or similar magic is in the area, this spell negates it. A creature of elemental air within range takes 8d6 cold damage—and, if airborne, it must make a successful Constitution saving throw at the start of its turn to avoid being knocked prone (no falling damage).\n* ***Earth.*** Soil freezes into permafrost to a depth of 10 feet. A creature burrowing through the area has its speed halved until the area thaws, unless it can burrow through solid rock. A creature of elemental earth within range must make a successful Constitution saving throw or take 8d6 cold damage.\n* ***Fire.*** Flames or other sources of extreme heat (such as molten lava) on the ground within range transform into shards of ice, and the area they occupy becomes difficult terrain. Each creature in the previously burning area takes 2d6 slashing damage when the spell is cast and 1d6 slashing damage for every 5 feet it moves in the area (unless it is not hindered by icy terrain) until the spell ends; a successful Dexterity saving throw reduces the slashing damage by half. A creature of elemental fire within range must make a successful Constitution saving throw or take 8d6 cold damage and be stunned for 1d6 rounds.\n* ***Water.*** Open water (a pond, lake, or river) freezes to a depth of 4 feet. A creature on the surface of the water when it freezes must make a successful Dexterity saving throw to avoid being trapped in the ice. A trapped creature can free itself by using an action to make a successful Strength (Athletics) check. A creature of elemental water within range takes no damage from the spell but is paralyzed for 1d6 rounds unless it makes a successful Constitution saving throw, and it treats the affected area as difficult terrain.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "100 feet", @@ -15015,7 +15015,7 @@ "desc": "You tweak a strand of a creature’s fate as it attempts an attack roll, saving throw, or skill check. Roll a d20 and subtract 10 to produce a number from 10 to –9. Add that number to the creature’s roll. This adjustment can turn a failure into a success or vice versa, or it might not change the outcome at all.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15046,7 +15046,7 @@ "desc": "You create a channel to a region of the Plane of Shadow that is inimical to life and order. A storm of dark, raging entropy fills a 20-foot-radius sphere centered on a point you can see within range. Any creature that starts its turn in the storm or enters it for the first time on its turn takes 6d8 necrotic damage and gains one level of exhaustion; a successful Constitution saving throw halves the damage and prevents the exhaustion.\n\nYou can use a bonus action on your turn to move the area of the storm 30 feet in any direction.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -15079,7 +15079,7 @@ "desc": "You infuse your body with raw chaos and will it to adopt a helpful mutation. Roll a d10 and consult the Uncontrollable Transformation table below to determine what mutation occurs. You can try to control the shifting of your body to gain a mutation you prefer, but doing so is taxing; you can roll a d10 twice and choose the result you prefer, but you gain one level of exhaustion. At the end of the spell, your body returns to its normal form.\n", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you gain an additional mutation for each slot level above 7th. You gain one level of exhaustion for each mutation you try to control.\n ## Uncontrollable Transformation \n| D10 | Mutation |\n|-|-|\n| 1 | A spindly third arm sprouts from your shoulder. As a bonus action, you can use it to attack with a light weapon. You have advantage on Dexterity (Sleight of Hand) checks and any checks that require the manipulation of tools. |\n| 2 | Your skin is covered by rough scales that increase your AC by 1 and give you resistance to a random damage type (roll on the Damage Type table). |\n| 3 | A puckered orifice grows on your back. You can forcefully expel air from it, granting you a flying speed of 30 feet. You must land at the end of your turn. In addition, as a bonus action, you can try to push a creature away with a blast of air. The target is pushed 5 feet away from you if it fails a Strength saving throw with a DC equal to 10 + your Constitution modifier. |\n| 4 | A second face appears on the back of your head. You gain darkvision out to a range of 120 feet and advantage on sight‐based and scent-based Wisdom (Perception) checks. You become adept at carrying on conversations with yourself. |\n| 5 | You grow gills that not only allow you to breathe underwater but also filter poison out of the air. You gain immunity to inhaled poisons. |\n| 6 | Your hindquarters elongate, and you grow a second set of legs. Your base walking speed increases by 10 feet, and your carrying capacity becomes your Strength score multiplied by 20. |\n| 7 | You become incorporeal and can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You can’t pick up or interact with physical objects that you weren’t carrying when you became incorporeal. |\n| 8 | Your limbs elongate and flatten into prehensile paddles. You gain a swimming speed equal to your base walking speed and have advantage on Strength (Athletics) checks made to climb or swim. In addition, your unarmed strikes deal 1d6 bludgeoning damage. |\n| 9 | Your head fills with a light gas and swells to four times its normal size, causing your hair to fall out. You have advantage on Intelligence and Wisdom ability checks and can levitate up to 5 feet above the ground. |\n| 10 | You grow three sets of feathered wings that give you a flying speed equal to your walking speed and the ability to hover. |\n\n ## Damage Type \n\n| d10 | Damage Type |\n|-|-|\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Force |\n| 5 | Lightning |\n| 6 | Necrotic |\n| 7 | Poison |\n| 8 | Psychic |\n| 9 | Radiant |\n| 10 | Thunder |\n\n", "target_type": "creature", "range": "Self", @@ -15110,7 +15110,7 @@ "desc": "You unravel the bonds of reality that hold a suit of armor together. A target wearing armor must succeed on a Constitution saving throw or its armor softens to the consistency of candle wax, decreasing the target’s AC by 2.\n\n**Undermine armor** has no effect on creatures that aren’t wearing armor.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15141,7 +15141,7 @@ "desc": "Until the spell ends, undead creatures within range have advantage on saving throws against effects that turn undead. If an undead creature within this area has the Turning Defiance trait, that creature can roll a d4 when it makes a saving throw against an effect that turns undead and add the number rolled to the saving throw.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15172,7 +15172,7 @@ "desc": "You cause a stone statue that you can see within 60 feet of you to animate as your ally. The statue has the statistics of a [stone golem]({{ base_url }}/monsters/stone-golem). It takes a turn immediately after your turn. As a bonus action on your turn, you can order the golem to move and attack, provided you’re within 60 feet of it. Without orders from you, the statue does nothing.\n\nWhenever the statue has 75 hit points or fewer at the start of your turn or it is more than 60 feet from you at the start of your turn, you must make a successful DC 16 spellcasting check or the statue goes berserk. On each of its turns, the berserk statue attacks you or one of your allies. If no creature is near enough to be attacked, the statue dashes toward the nearest one instead. Once the statue goes berserk, it remains berserk until it’s destroyed.\n\nWhen the spell ends, the animated statue reverts to a normal, mundane statue.", "document": "deep-magic", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -15203,7 +15203,7 @@ "desc": "By uttering a swift curse (“Unluck on that!”), you bring misfortune to the target’s attempt; the affected creature has disadvantage on the roll.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the range of the spell increases by 5 feet for each slot level above 1st.", "target_type": "creature", "range": "25 feet", @@ -15234,7 +15234,7 @@ "desc": "You conjure an immaterial, tentacled aberration in an unoccupied space you can see within range, and you specify a password that the phantom recognizes. The entity remains where you conjured it until the spell ends, until you dismiss it as an action, or until you move more than 80 feet from it.\n\nThe strangler is invisible to all creatures except you, and it can’t be harmed. When a Small or larger creature approaches within 30 feet of it without speaking the password that you specified, the strangler starts whispering your name. This whispering is always audible to you, regardless of other sounds in the area, as long as you’re conscious. The strangler sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.\n\nIf any creatures hostile to you are within 5 feet of the strangler at the start of your turn, the strangler attacks one of them with a tentacle. It makes a melee weapon attack with a bonus equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 3d6 bludgeoning damage, and a Large or smaller creature is grappled (escape DC = your spellcasting ability modifier + your proficiency bonus). Until this grapple ends, the target is restrained, and the strangler can’t attack another target. If the strangler scores a critical hit, the target begins to suffocate and can’t speak until the grapple ends.", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15265,7 +15265,7 @@ "desc": "You cause a vine to sprout from the ground and crawl across a surface or rise into the air in a direction chosen by you. The vine must sprout from a solid surface (such as the ground or a wall), and it is strong enough to support 600 pounds of weight along its entire length. The vine collapses immediately if that 600-pound limit is exceeded. A vine that collapses from weight or damage instantly disintegrates.\n\nThe vine has many small shoots, so it can be climbed with a successful DC 5 Strength (Athletics) check. It has AC 8, hit points equal to 5 × your spellcasting level, and a damage threshold of 5.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the vine can support an additional 30 pounds, and its damage threshold increases by 1 for each slot level above 2nd.\n\n***Ritual Focus.*** If you expend your ritual focus, the vine is permanent until destroyed or dispelled.", "target_type": "point", "range": "30 feet", @@ -15296,7 +15296,7 @@ "desc": "When you cast this spell, your face momentarily becomes that of a demon lord, frightful enough to drive enemies mad. Every foe that’s within 30 feet of you and that can see you must make a Wisdom saving throw. On a failed save, a creature claws savagely at its eyes, dealing piercing damage to itself equal to 1d6 + the creature’s Strength modifier. The creature is also stunned until the end of its next turn and blinded for 1d4 rounds. A creature that rolls maximum damage against itself (a 6 on the d6) is blinded permanently.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -15327,7 +15327,7 @@ "desc": "You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The exact appearance of the bloodstain is up to you. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a **+1 flaming longsword** with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a **+1 flaming longsword** for the caster who placed the bloodstain on it. A [wand of magic missiles]({{ base_url }}/spells/wand-of-magic-missiles) would be no more than a stick in the hands of anyone but the caster.\n", "document": "deep-magic", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.", "target_type": "object", "range": "Touch", @@ -15424,7 +15424,7 @@ "desc": "You touch a willing creature and create a shimmering shield of energy to protect it. The shield grants the target a +5 bonus to AC and gives it resistance against nonmagical bludgeoning, piercing, and slashing damage for the duration of the spell.\n\nIn addition, the shield can reflect hostile spells back at their casters. When the target makes a successful saving throw against a hostile spell, the caster of the spell immediately becomes the spell’s new target. The caster is entitled to the appropriate saving throw against the returned spell, if any, and is affected by the spell as if it came from a spellcaster of the caster’s level.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -15455,7 +15455,7 @@ "desc": "Your jaws distend and dozens of thin, slimy tentacles emerge from your mouth to grasp and bind your opponents. Make a melee spell attack against a foe within 15 feet of you. On a hit, the target takes bludgeoning damage equal to 2d6 + your Strength modifier and is grappled (escape DC equal to your spell save DC). Until this grapple ends, the target is restrained and it takes the same damage at the start of each of your turns. You can grapple only one creature at a time.\n\nThe Armor Class of the tentacles is equal to yours. If they take slashing damage equal to 5 + your Constitution modifier from a single attack, enough tentacles are severed to enable a grappled creature to escape. Severed tentacles are replaced by new ones at the start of your turn. Damage dealt to the tentacles doesn’t affect your hit points.\n\nWhile the spell is in effect, you are incapable of speech and can’t cast spells that have verbal components.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -15486,7 +15486,7 @@ "desc": "For the duration, invisible creatures and objects within 20 feet of you become visible to you, and you have advantage on saving throws against effects that cause the frightened condition. The effect moves with you, remaining centered on you until the duration expires.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the radius increases by 5 feet for every two slot levels above 1st.", "target_type": "creature", "range": "Self", @@ -15517,7 +15517,7 @@ "desc": "This spell was first invented by dragon parents to assist their offspring when learning to fly. You gain a flying speed of 60 feet for 1 round. At the start of your next turn, you float rapidly down and land gently on a solid surface beneath you.", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -15548,7 +15548,7 @@ "desc": "When you cast this spell, you and up to five creatures you can see within 20 feet of you enter a shifting landscape of endless walls and corridors that connect to many places throughout the world.\n\nYou can find your way to a destination within 100 miles, as long as you know for certain that your destination exists (though you don’t need to have seen or visited it before), and you must make a successful DC 20 Intelligence check. If you have the ability to retrace a path you have previously taken without making a check (as a minotaur or a goristro can), this check automatically succeeds. On a failed check, you don't find your path this round, and you and your companions each take 4d6 psychic damage as the madness of the shifting maze exacts its toll. You must repeat the check at the start of each of your turns until you find your way to your destination or until you die. In either event, the spell ends.\n\nWhen the spell ends, you and those traveling with you appear in a safe location at your destination.\n", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, you can bring along two additional creatures or travel an additional 100 miles for each slot level above 6th.", "target_type": "creature", "range": "Self", @@ -15579,7 +15579,7 @@ "desc": "This spell creates a wall of swinging axes from the pile of miniature axes you provide when casting the spell. The wall fills a rectangle 10 feet wide, 10 feet high, and 20 feet long. The wall has a base speed of 50 feet, but it can’t take the Dash action. It can make up to four attacks per round on your turn, using your spell attack modifier to hit and with a reach of 10 feet. You direct the wall’s movement and attacks as a bonus action. If you choose not to direct it, the wall continues trying to execute the last command you gave it. The wall can’t use reactions. Each successful attack deals 4d6 slashing damage, and the damage is considered magical.\n\nThe wall has AC 12 and 200 hit points, and is immune to necrotic, poison, psychic, and piercing damage. If it is reduced to 0 hit points or when the spell’s duration ends, the wall disappears and the miniature axes fall to the ground in a tidy heap.", "document": "deep-magic", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -15610,7 +15610,7 @@ "desc": "You create a wall of shimmering, transparent blocks on a solid surface within range. You can make a straight wall up to 60 feet long, 20 feet high, and 1 foot thick, or a cylindrical wall up to 20 feet high, 1 foot thick, and 20 feet in diameter. Nonmagical ranged attacks that cross the wall vanish into the time stream with no other effect. Ranged spell attacks and ranged weapon attacks made with magic weapons that pass through the wall are made with disadvantage. A creature that intentionally enters or passes through the wall is affected as if it had just failed its initial saving throw against a [slow]({{ base_url }}/spells/slow) spell.", "document": "deep-magic", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -15641,7 +15641,7 @@ "desc": "You sense danger before it happens and call out a warning to an ally. One creature you can see and that can hear you gains advantage on its initiative roll.", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15672,7 +15672,7 @@ "desc": "A creature you can see within range undergoes a baleful transmogrification. The target must make a successful Wisdom saving throw or suffer a flesh warp and be afflicted with a form of indefinite madness.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -15703,7 +15703,7 @@ "desc": "When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a **+1 dagger**.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a **+2 dagger**. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a **+2 dagger of wounding**. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a **+3 dagger of wounding**.", "target_type": "creature", "range": "Self", @@ -15734,7 +15734,7 @@ "desc": "You create four small orbs of faerie magic that float around your head and give off dim light out to a radius of 15 feet. Whenever a Large or smaller enemy enters that area of dim light, or starts its turn in the area, you can use your reaction to attack it with one or more of the orbs. The enemy creature makes a Charisma saving throw. On a failed save, the creature is pushed 20 feet directly away from you, and each orb you used in the attack explodes violently, dealing 1d6 force damage to the creature.\n", "document": "deep-magic", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the number of orbs increases by one for each slot level above 2nd.", "target_type": "area", "range": "Self", @@ -15765,7 +15765,7 @@ "desc": "You surround yourself with the forces of chaos. Wild lights and strange sounds engulf you, making stealth impossible. While **wild shield** is active, you can use a reaction to repel a spell of 4th level or lower that targets you or whose area you are within. A repelled spell has no effect on you, but doing this causes the chance of a chaos magic surge as if you had cast a spell, with you considered the caster for any effect of the surge.\n\n**Wild shield** ends when the duration expires or when it absorbs 4 levels of spells. If you try to repel a spell whose level exceeds the number of levels remaining, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level – the number of levels **wild shield** can still repel. If the check succeeds, the spell is repelled; if the check fails, the spell has its full effect. The chance of a chaos magic surge exists regardless of whether the spell is repelled.\n", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can repel one additional spell level for each slot level above 4th.", "target_type": "area", "range": "Self", @@ -15829,7 +15829,7 @@ "desc": "You create a 30-foot-radius sphere of roiling wind that carries the choking stench of death. The sphere is centered on a point you choose within range. The wind blows around corners. When a creature starts its turn in the sphere, it takes 8d8 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. Creatures are affected even if they hold their breath or don’t need to breathe.\n\nThe sphere moves 10 feet away from you at the start of each of your turns, drifting along the surface of the ground. It is not heavier than air but drifts in a straight line for the duration of the spell, even if that carries it over a cliff or gully. If the sphere meets a wall or other impassable obstacle, it turns to the left or right (select randomly).", "document": "deep-magic", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -15893,7 +15893,7 @@ "desc": "This spell invokes the deepest part of night on the winter solstice. You target a 40-foot-radius, 60-foot-high cylinder centered on a point within range, which is plunged into darkness and unbearable cold. Each creature in the area when you cast the spell and at the start of its turn must make a successful Constitution saving throw or take 1d6 cold damage and gain one level of exhaustion. Creatures immune to cold damage are also immune to the exhaustion effect, as are creatures wearing cold weather gear or otherwise adapted for a cold environment.\n\nAs a bonus action, you can move the center of the effect 20 feet.", "document": "deep-magic", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -15955,7 +15955,7 @@ "desc": "Upon casting wintry glide, you can travel via ice or snow without crossing the intervening space. If you are adjacent to a mass of ice or snow, you can enter it by expending 5 feet of movement. By expending another 5 feet of movement, you can immediately exit from that mass at any point—within 500 feet—that’s part of the contiguous mass of ice or snow. When you enter the ice or snow, you instantly know the extent of the material within 500 feet. You must have at least 10 feet of movement available when you cast the spell, or it fails.\n\nIf the mass of ice or snow is destroyed while you are transiting it, you must make a successful Constitution saving throw against your spell save DC to avoid taking 4d6 bludgeoning damage and falling prone at the midpoint of a line between your entrance point and your intended exit point.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Self", @@ -15986,7 +15986,7 @@ "desc": "You cause the eyes of a creature you can see within range to lose acuity. The target must make a Constitution saving throw. On a failed save, the creature has disadvantage on Wisdom (Perception) checks and all attack rolls for the duration of the spell. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This spell has no effect on a creature that is blind or that doesn’t use its eyes to see.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -16017,7 +16017,7 @@ "desc": "You emit a howl that can be heard clearly from 300 feet away outdoors. The howl can convey a message of up to nine words, which can be understood by all dogs and wolves in that area, as well as (if you choose) one specific creature of any kind that you name when casting the spell.\n\nIf you cast the spell indoors and aboveground, the howl can be heard out to 200 feet from you. If you cast the spell underground, the howl can be heard from 100 feet away. A creature that understands the message is not compelled to act in a particular way, though the nature of the message might suggest or even dictate a course of action.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can name another specific recipient for each slot level above 2nd.", "target_type": "area", "range": "Self", @@ -16048,7 +16048,7 @@ "desc": "You hiss a word of Void Speech. Choose one creature you can see within range. The next time the target makes a saving throw during the spell’s duration, it must roll a d4 and subtract the result from the total of the saving throw. The spell then ends.", "document": "deep-magic", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -16110,7 +16110,7 @@ "desc": "Your arms become constantly writhing tentacles. You can use your action to make a melee spell attack against any target within range. The target takes 1d10 necrotic damage and is grappled (escape DC is your spell save DC). If the target does not escape your grapple, you can use your action on each subsequent turn to deal 1d10 necrotic damage to the target automatically.\n\nAlthough you control the tentacles, they make it difficult to manipulate items. You cannot wield weapons or hold objects, including material components, while under the effects of this spell.\n", "document": "deep-magic", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage you deal with your tentacle attack increases by 1d10 for each slot level above 1st.", "target_type": "object", "range": "10 feet", @@ -16143,7 +16143,7 @@ "desc": "You attempt to afflict a humanoid you can see within range with memories of distant, alien realms and their peculiar inhabitants. The target must make a successful Wisdom saving throw or be afflicted with a form of long-term madness and be charmed by you for the duration of the spell or until you or one of your allies harms it in any way. While charmed in this way, the creature regards you as a sacred monarch. If you or an ally of yours is fighting the creature, it has advantage on its saving throw.\n\nA successful [remove curse]({{ base_url }}/spells/remove-curse) spell ends both effects.", "document": "deep-magic", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", diff --git a/data/v2/kobold-press/dmag-e/Spell.json b/data/v2/kobold-press/dmag-e/Spell.json index 9e7bcb57..584cfbed 100644 --- a/data/v2/kobold-press/dmag-e/Spell.json +++ b/data/v2/kobold-press/dmag-e/Spell.json @@ -7,7 +7,7 @@ "desc": "Deep Magic: clockwork You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body. The construct uses the caster's Proficiency bonus (modified by the construct's Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct's Strength and Dexterity modifiers when using skills based on those particular abilities. Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster's mind returns to his or her body.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using higher-level spell slots, you may control a construct with a challenge rating 2 higher for each slot level you use above 4th. The construct's range also increases by 10 feet for each slot level.", "target_type": "object", "range": "Touch", @@ -69,7 +69,7 @@ "desc": "Deep Magic: clockwork This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn't severely damaged or destroyed. If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct's hit points are halved. An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct's size as follows. Size HP AC Attack STR DEX Spell Slot Tiny 15 12 +3, 1d4+4 4 16 1st Small 25 13 +4, 1d8+2 6 14 2nd Medium 40 14 +5, 2d6+1 10 12 3rd Large 50 15 +6, 2d10+2 14 10 4th Huge 80 16 +8, 2d12+4 18 8 5th Gargantuan 100 17 +10, 4d8+6 20 6 6th", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "Casting this spell using higher level spell slots allows you to increase the size of the construct animated, as shown on the table.", "target_type": "object", "range": "30 feet", @@ -100,7 +100,7 @@ "desc": "Deep Magic: temporal By touching an object, you retrieve another version of the object from elsewhere in time. If the object is attended, you must succeed on a melee spell attack roll against the creature holding or controlling the object. Any effect that affects the original object also affects the duplicate (charges spent, damage taken, etc.) and any effect that affects the duplicate also affects the original object. If either object is destroyed, both are destroyed. This spell does not affect sentient items or unique artifacts.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -131,7 +131,7 @@ "desc": "Deep Magic: clockwork The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -162,7 +162,7 @@ "desc": "Deep Magic: clockwork This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "Casting armored shell using a higher-level spell slot creates stronger armor: a chain shirt (AC 13) at level 2, scale mail (AC 14) at level 3, chain mail (AC 16) at level 4, and plate armor (AC 18) at level 5.", "target_type": "creature", "range": "Self", @@ -193,7 +193,7 @@ "desc": "You emit a soul-shattering wail. Every creature within a 30-foot cone who hears the wail must make a Wisdom saving throw. Those that fail take 6d10 psychic damage and become frightened of you; a frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Those that succeed take 3d10 psychic damage and aren't frightened. This spell has no effect on constructs and undead.", "document": "dmag-e", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -224,7 +224,7 @@ "desc": "Deep Magic: hieroglyph You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "object", "range": "Touch", @@ -255,7 +255,7 @@ "desc": "By touching a target, you gain one sense, movement type and speed, feat, language, immunity, or extraordinary ability of the target for the duration of the spell. The target also retains the use of the borrowed ability. An unwilling target prevents the effect with a successful Constitution saving throw. The target can be a living creature or one that's been dead no longer than 1 minute; a corpse makes no saving throw. You can possess only one borrowed power at a time.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level, its duration increases to 1 hour. Additionally, the target loses the stolen power for the duration of the spell.", "target_type": "creature", "range": "Touch", @@ -286,7 +286,7 @@ "desc": "Deep Magic: clockwork You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action; it acts either immediately before or after you.", "document": "dmag-e", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -348,7 +348,7 @@ "desc": "You reach out with a hand of decaying shadows. Make a ranged spell attack. If it hits, the target takes 2d8 necrotic damage and must make a Constitution saving throw. If it fails, its visual organs are enveloped in shadow until the start of your next turn, causing it to treat all lighting as if it's one step lower in intensity (it treats bright light as dim, dim light as darkness, and darkness as magical darkness).", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -381,7 +381,7 @@ "desc": "Deep Magic: illumination You arrange the forces of the cosmos to your benefit. Choose a cosmic event from the Comprehension of the Starry Sky ability that affects spellcasting (conjunction, eclipse, or nova; listed after the spell). You cast spells as if under the effect of the cosmic event until the next sunrise or 24 hours have passed. When the ability requires you to expend your insight, you expend your ritual focus instead. This spell must be cast outdoors, and the casting of this spell is obvious to everyone within 100 miles of its casting when an appropriate symbol, such as a flaming comet, appears in the sky above your location while you are casting the spell. Conjunction: Planetary conjunctions destabilize minds and emotions. You can give one creature you can see disadvantage on a saving throw against one enchantment or illusion spell cast by you. Eclipse: Eclipses plunge the world into darkness and strengthen connections to the shadow plane. When you cast a spell of 5th level or lower that causes necrotic damage, you can reroll a number of damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls. Nova: The nova is a powerful aid to divination spells. You can treat one divination spell you cast as though you had used a spell slot one level higher than the slot actually used.", "document": "dmag-e", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -412,7 +412,7 @@ "desc": "You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying. If you place a drop (or dried flakes) of another creature's blood in the cruor of visions, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy (see the crystal ball description in the Fifth Edition rules). I When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -443,7 +443,7 @@ "desc": "You extract the goodness in food, pulling all the nutrition out of three days' worth of meals and concentrating it into about a tablespoon of bland, flourlike powder. The flour can be mixed with liquid and drunk or baked into elven bread. Foyson used in this way still imparts all the nutritional value of the original food, for the amount consumed. The original food appears unchanged and though it's still filling, it has no nutritional value. Someone eating nothing but foyson-free food will eventually starve.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, an additional three meals' worth of food can be extracted for each slot level above 1st. Ritual Focus. If you expend your ritual focus, you can choose to have each day's worth of foyson take the form of a slice of delicious elven bread.", "target_type": "object", "range": "30 feet", @@ -474,7 +474,7 @@ "desc": "Deep Magic: clockwork You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -505,7 +505,7 @@ "desc": "Deep Magic: clockwork You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject's movement, vision, or outgoing attacks.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -536,7 +536,7 @@ "desc": "Deep Magic: void magic A willing creature you touch is imbued with the persistence of ultimate Chaos. Until the spell ends, the target has advantage on the first three death saving throws it attempts.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 5th, 6th, or 7th level, the duration increases to 48 hours. When you cast this spell using a spell slot of 8th or 9th level, the duration increases to 72 hours.", "target_type": "creature", "range": "Touch", @@ -567,7 +567,7 @@ "desc": "You set up ley energy vibrations in a 20-foot cube within range, and name one type of damage. Each creature in the area must succeed on a Wisdom saving throw or lose immunity to the chosen damage type for the duration.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a 9th-level spell slot, choose two damage types instead of one.", "target_type": "creature", "range": "60 feet", @@ -598,7 +598,7 @@ "desc": "Deep Magic: clockwork You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th or higher, the damage increases by 1d8 for each slot above 4th.", "target_type": "creature", "range": "60 feet", @@ -664,7 +664,7 @@ "desc": "This spell makes flammable material burn twice as long as normal.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "25 feet", @@ -695,7 +695,7 @@ "desc": "Deep Magic: clockwork You spend an hour calling forth a disembodied evil spirit. At the end of that time, the summoned spirit must make a Charisma saving throw. If the saving throw succeeds, you take 2d10 psychic damage plus 2d10 necrotic damage from waves of uncontrolled energy rippling out from the disembodied spirit. You can maintain the spell, forcing the subject to repeat the saving throw at the end of each of your turns, with the same consequence to you for each failure. If you choose not to maintain the spell or are unable to do so, the evil spirit returns to its place of torment and cannot be recalled. If the saving throw fails, the summoned spirit is transferred into the waiting soul gem and immediately animates the constructed body. The subject is now a hellforged; it loses all of its previous racial traits and gains gearforged traits except as follows: Vulnerability: Hellforged are vulnerable to radiant damage. Evil Mind: Hellforged have disadvantage on saving throws against spells and abilities of evil fiends or aberrations that effect the mind or behavior. Past Life: The hellforged retains only a vague sense of who it was in its former existence, but these memories are enough for it to gain proficiency in one skill. Languages: Hellforged speak Common, Machine Speech, and Infernal or Abyssal Up to four other spellcasters of at least 5th level can assist you in the ritual. Each assistant increases the DC of the Charisma saving throw by 1. In the event of a failed saving throw, the spellcaster and each assistant take damage. An assistant who drops out of the casting can't rejoin.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "point", "range": "Touch", @@ -726,7 +726,7 @@ "desc": "The target gains blindsight to a range of 60 feet.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the duration is increased by 1 hour for every slot above 5th level.", "target_type": "creature", "range": "Touch", @@ -757,7 +757,7 @@ "desc": "Deep Magic: clockwork You imbue a spell of 1st thru 3rd level that has a casting time of instantaneous onto a gear worth 100 gp per level of spell you are imbuing. At the end of the ritual, the gear is placed into a piece of clockwork that includes a timer or trigger mechanism. When the timer or trigger goes off, the spell is cast. If the range of the spell was Touch, it effects only a target touching the device. If the spell had a range in feet, the spell is cast on the closest viable target within range, based on the nature of the spell. Spells with a range of Self or Sight can't be imbued. If the gear is placed with a timer, it activates when the time elapses regardless of whether a legitimate target is available.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "You can perform this ritual as a 7th-level spell to imbue a spell of 4th or 5th level.", "target_type": "object", "range": "Touch", @@ -788,7 +788,7 @@ "desc": "Giants never tire of having fun with this spell. It causes a weapon or other item to vastly increase in size, temporarily becoming sized for a Gargantuan creature. The item weighs 12 times its original weight and in most circumstances cannot be used effectively by creatures smaller than Gargantuan size. The item retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "25 feet", @@ -819,7 +819,7 @@ "desc": "You touch a willing creature and infuse it with ley energy, creating a bond between the creature and the land. For the duration of the spell, if the target is in contact with the ground, the target has advantage on saving throws and ability checks made to avoid being moved or knocked prone against its will. Additionally, the creature ignores nonmagical difficult terrain and is immune to effects from extreme environments such as heat, cold (but not cold or fire damage), and altitude.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -850,7 +850,7 @@ "desc": "You set up ley energy vibrations in a 10-foot cube within range, and name one type of damage. Each creature in the area must make a successful Wisdom saving throw or lose resistance to the chosen damage type for the duration of the spell.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a 7th-level spell slot, choose two damage types instead of one.", "target_type": "creature", "range": "30 feet", @@ -945,7 +945,7 @@ "desc": "You channel destructive ley energy through your touch. Make a melee spell attack against a creature within your reach. The target takes 8d10 necrotic damage and must succeed on a Constitution saving throw or have disadvantage on attack rolls, saving throws, and ability checks. An affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a success. This spell has no effect against constructs or undead.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell's damage increases by 1d10 for each slot level above 5th.", "target_type": "creature", "range": "Touch", @@ -978,7 +978,7 @@ "desc": "You tune your senses to the pulse of ambient ley energy flowing through the world. For the duration, you gain tremorsense with a range of 20 feet and you are instantly aware of the presence of any ley line within 5 miles. You know the distance and direction to every ley line within that range.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1009,7 +1009,7 @@ "desc": "A roiling stormcloud of ley energy forms, centered around a point you can see and extending horizontally to a radius of 360 feet, with a thickness of 30 feet. Shifting color shoots through the writhing cloud, and thunder roars out of it. Each creature under the cloud at the moment when it's created (no more than 5,000 feet beneath it) takes 2d6 thunder damage and is disruptive aura spell. Rounds 5-10. Flashes of multicolored light burst through and out of the cloud, causing creatures to have disadvantage on Wisdom (Perception) checks that rely on sight while they are beneath the cloud. In addition, each round, you trigger a burst of energy that fills a 20-foot sphere centered on a point you can see beneath the cloud. Each creature in the sphere takes 4d8 force damage (no saving throw). Special. A geomancer who casts this spell regains 4d10 hit points.", "document": "dmag-e", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Special", @@ -1106,7 +1106,7 @@ "desc": "Loki's gift makes even the most barefaced lie seem strangely plausible: you gain advantage to Charisma (Deception) checks for whatever you're currently saying. If your Deception check fails, the creature knows that you tried to manipulate it with magic. If you lie to a creature that has a friendly attitude toward you and it fails a Charisma saving throw, you can also coax him or her to reveal a potentially embarrassing secret. The secret can involve wrongdoing (adultery, cheating at tafl, a secret fear, etc.) but not something life-threatening or dishonorable enough to earn the subject repute as a nithling. The verbal component of this spell is the lie you are telling.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1137,7 +1137,7 @@ "desc": "Deep Magic: clockwork You sacrifice a willing construct you can see to imbue a willing target with construct traits. The target gains resistance to all nonmagical damage and gains immunity to the blinded, charmed, deafened, frightened, petrified, and poisoned conditions.", "document": "dmag-e", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1168,7 +1168,7 @@ "desc": "Deep Magic: clockwork Your voice, and to a lesser extent your mind, changes to communicate only in the whirring clicks of machine speech. Until the end of your next turn, all clockwork spells you cast have advantage on their attack rolls or the targets have disadvantage on their saving throws.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1199,7 +1199,7 @@ "desc": "Deep Magic: clockwork You touch a creature and give it the capacity to carry, lift, push, or drag weight as if it were one size category larger. If you're using the encumbrance rules, the target is not subject to penalties for weight. Furthermore, the subject can carry loads that would normally be unwieldy.", "document": "dmag-e", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot higher than 1st, you can touch one additional creature for each spell level.", "target_type": "creature", "range": "Touch", @@ -1230,7 +1230,7 @@ "desc": "You make a protective gesture toward your allies. Choose three creatures that you can see within range. Until the end of your next turn, the targets have resistance against bludgeoning, piercing, and slashing damage from weapon attacks. If a target moves farther than 30 feet from you, the effect ends for that creature.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1261,7 +1261,7 @@ "desc": "Deep Magic: clockwork As repair metal, but you can affect all metal within range. You repair 1d8 + 5 damage to a metal object or construct by sealing up rents and bending metal back into place.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "Casting mass repair metal as a 6th-level spell repairs 2d8 + 10 damage.", "target_type": "object", "range": "Self", @@ -1292,7 +1292,7 @@ "desc": "Deep Magic: clockwork You can take control of a construct by voice or mental commands. The construct makes a Wisdom saving throw to resist the spell, and it gets advantage on the saving throw if its CR equals or exceeds your level in the class used to cast this spell. Once a command is given, the construct does everything it can to complete the command. Giving a new command takes an action. Constructs will risk harm, even go into combat, on your orders but will not self-destruct; giving such an order ends the spell.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1323,7 +1323,7 @@ "desc": "Deep Magic: clockwork ritual You call upon the dark blessings of the furnace god Molech. In an hour-long ritual begun at midnight, you dedicate a living being to Molech by branding the deity's symbol onto the victim's forehead. If the ritual is completed and the victim fails to make a successful Wisdom saving throw (or the victim chooses not to make one), the being is transformed into an avatar of Molech under your control. The avatar is 8 feet tall and appears to be made of black iron wreathed in flames. Its eyes, mouth, and a portion of its torso are cut away to show the churning fire inside that crackles with wailing voices. The avatar has all the statistics and abilities of an earth elemental, with the following differences: Alignment is Neutral Evil; Speed is 50 feet and it cannot burrow or use earth glide; it gains the fire form ability of a fire elemental, but it cannot squeeze through small spaces; its Slam does an additional 1d10 fire damage. This transformation lasts for 24 hours. At the end of that time, the subject returns to its normal state and takes 77 (14d10) fire damage, or half damage with a successful DC 15 Constitution saving throw.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1356,7 +1356,7 @@ "desc": "Deep Magic: clockwork You wind your music box and call forth a piece of another plane of existence with which you are familiar, either through personal experience or intense study. The magic creates a bubble of space with a 30-foot radius within range of you and at a spot you designate. The portion of your plane that's inside the bubble swaps places with a corresponding portion of the plane your music box is attuned with. There is a 10% chance that the portion of the plane you summon arrives with native creatures on it. Inanimate objects and non-ambulatory life (like trees) are cut off at the edge of the bubble, while living creatures that don't fit inside the bubble are shunted outside of it before the swap occurs. Otherwise, creatures from both planes that are caught inside the bubble are sent along with their chunk of reality to the other plane for the duration of the spell unless they make a successful Charisma saving throw when the spell is cast; with a successful save, a creature can choose whether to shift planes with the bubble or leap outside of it a moment before the shift occurs. Any natural reaction between the two planes occurs normally (fire spreads, water flows, etc.) while energy (such as necrotic energy) leaks slowly across the edge of the sphere (no more than a foot or two per hour). Otherwise, creatures and effects can move freely across the boundary of the sphere; for the duration of the spell, it becomes a part of its new location to the fullest extent possible, given the natures of the two planes. The two displaced bubbles shift back to their original places automatically after 24 hours. Note that the amount of preparation involved (acquiring and attuning the music box) precludes this spell from being cast on the spur of the moment. Because of its unpredictable and potentially wide-ranging effect, it's also advisable to discuss your interest in this spell with your GM before adding it to your character's repertoire.", "document": "dmag-e", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -1387,7 +1387,7 @@ "desc": "Deep Magic: clockwork You cause a targeted piece of clockwork to speed up past the point of control for the duration of the spell. The targeted clockwork can't cast spells with verbal components or even communicate effectively (all its utterances sound like grinding gears). At the start of each of its turns, the target must make a Wisdom saving throw. If the saving throw fails, the clockwork moves at three times its normal speed in a random direction and its turn ends; it can't perform any other actions. If the saving throw succeeds, then until the end of its turn, the clockwork's speed is doubled and it gains an additional action, which must be Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object. When the spell ends, the clockwork takes 2d8 force damage. It also must be rewound or refueled and it needs to have its daily maintenance performed immediately, if it relies on any of those things.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -1451,7 +1451,7 @@ "desc": "Deep Magic: clockwork You copy the memories of one memory gear into your own mind. You recall these memories as if you had experienced them but without any emotional attachment or context.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1482,7 +1482,7 @@ "desc": "Deep Magic: clockwork A damaged construct or metal object regains 1d8 + 5 hit points when this spell is cast on it.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "The spell restores 2d8 + 10 hit points at 4th level, 3d8 + 15 at 6th level, and 4d8 + 20 at 8th level.", "target_type": "object", "range": "Touch", @@ -1513,7 +1513,7 @@ "desc": "When you cast this spell, you open a glowing portal into the plane of shadow. The portal remains open for 1 minute, until 10 creatures step through it, or until you collapse it (no action required). Stepping through the portal places you on a shadow road leading to a destination within 50 miles, or in a direction specified by you. The road is in ideal condition. You and your companions can travel it safely at a normal pace, but you can't rest on the road; if you stop for more than 10 minutes, the spell expires and dumps you back into the real world at a random spot within 10 miles of your starting point. The spell expires 2d6 hours after being cast. When that happens, travelers on the road are safely deposited near their specified destination or 50 miles from their starting point in the direction that was specified when the spell was cast. Travelers never incur exhaustion no matter how many hours they spent walking or riding on the shadow road. The temporary shadow road ceases to exist; anything left behind is lost in the shadow realm. Each casting of risen road creates a new shadow road. A small chance exists that a temporary shadow road might intersect with an existing shadow road, opening the possibility for meeting other travelers or monsters, or for choosing a different destination mid-journey. The likelihood is entirely up to the GM.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1544,7 +1544,7 @@ "desc": "Deep Magic: clockwork You create a robe of metal shards, gears, and cogs that provides a base AC of 14 + your Dexterity modifier. As a bonus action while protected by a robe of shards, you can command bits of metal from a fallen foe to be absorbed by your robe; each infusion of metal increases your AC by 1, to a maximum of 18 + Dexterity modifier. You can also use a bonus action to dispel the robe, causing it to explode into a shower of flying metal that does 8d6 slashing damage, +1d6 per point of basic (non-Dexterity) AC above 14, to all creatures within 30 feet of you.", "document": "dmag-e", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "Self", @@ -1575,7 +1575,7 @@ "desc": "By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, you open a portal directly into the Shadow Realm. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing can be seen through it. Any object or creature that passes through the portal instantly arrives safely in the Shadow Realm. The portal remains open for one minute or until you lose concentration on it, and it can be used to travel between the Shadow Realm and the chalk circle, in both directions, as many times as desired during the spell's duration. This spell can only be cast as a ritual.", "document": "dmag-e", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -1606,7 +1606,7 @@ "desc": "You wrap yourself in a protective shroud of the night sky made from swirling shadows punctuated with twinkling motes of light. The shroud grants you resistance against either radiant or necrotic damage (choose when the spell is cast). You also shed dim light in a 10-foot radius. You can end the spell early by using an action to dismiss it.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1637,7 +1637,7 @@ "desc": "Your eyes burn with a bright, cold light that inflicts snow blindness on a creature you target within 30 feet of you. If the target fails a Constitution saving throw, it suffers the first stage of snow blindness (see [Conditions]({{ base_url }}/sections/conditions)), or the second stage of snow blindness if it already has the first stage. The target recovers as described in [Conditions]({{ base_url }}/sections/conditions).", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1668,7 +1668,7 @@ "desc": "This spell can be cast when you are hit by an enemy's attack. Until the start of your next turn, you have a +4 bonus to AC, including against the triggering attack.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1699,7 +1699,7 @@ "desc": "Deep Magic: clockwork One willing creature you touch becomes immune to mind-altering effects and psychic damage for the spell's duration.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1761,7 +1761,7 @@ "desc": "You cause a spire of rock to burst out of the ground, floor, or another surface beneath your feet. The spire is as wide as your space, and lifting you, it can rise up to 20 feet in height. When the spire appears, a creature within 5 feet of you must succeed on a Dexterity saving throw or fall prone. As a bonus action on your turn, you can cause the spire to rise or descend up to 20 feet to a maximum height of 40 feet. If you move off of the spire, it immediately collapses back into the ground. When the spire disappears, it leaves the surface from which it sprang unharmed. You can create a new spire as a bonus action for the duration of the spell.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1792,7 +1792,7 @@ "desc": "You call on the power of the dark gods of the afterlife to strengthen the target's undead energy. The spell's target has advantage on saving throws against Turn Undead while the spell lasts. If this spell is cast on a corpse that died from darakhul fever, the corpse gains a +5 bonus on its roll to determine whether it rises as a darakhul.", "document": "dmag-e", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1823,7 +1823,7 @@ "desc": "Deep Magic: void magic You summon a worldly incarnation of a Great Old One, which appears in an unoccupied space you can see within range. This avatar manifests as a Void speaker (Creature Codex NPC) augmented by boons from the Void. Choose one of the following options for the type of avatar that appears (other options might be available if the GM allows): Avatar of Cthulhu. The Void speaker is a goat-man with the ability to cast black goat's blessing and unseen strangler at will. Avatar of Yog-Sothoth. The Void speaker is a human with 1d4 + 1 flesh warps and the ability to cast gift of Azathoth and thunderwave at will. When the avatar appears, you must make a Charisma saving throw. If it succeeds, the avatar is friendly to you and your allies. If it fails, the avatar is friendly to no one and attacks the nearest creature to it, pursuing and fighting for as long as possible. Roll initiative for the avatar, which takes its own turn. If friendly to you, it obeys verbal commands you issue to it (no action required by you). If the avatar has no command, it attacks the nearest creature. Each round you maintain concentration on the spell, you must make a successful DC 15 Wisdom saving throw or take 1d6 psychic damage. If the cumulative total of this damage exceeds your Wisdom score, you gain one point of Void taint and you are afflicted with a short-term madness. The same penalty recurs when the damage exceeds twice your Wisdom, three times your Wisdom, etc. The avatar disappears when it drops to 0 hit points or when the spell ends. If you stop concentrating on the spell before an hour has elapsed, the avatar becomes uncontrolled and hostile and doesn't disappear until 1d6 rounds later or it's killed.", "document": "dmag-e", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1854,7 +1854,7 @@ "desc": "Deep Magic: clockwork You speak a word and the target construct can take one action or bonus action on its next turn, but not both. The construct is immune to further tick stops from the same caster for 24 hours.", "document": "dmag-e", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1885,7 +1885,7 @@ "desc": "Deep Magic: clockwork You halt the normal processes of degradation and wear in a nonmagical clockwork device, making normal maintenance unnecessary and slowing fuel consumption to 1/10th of normal. For magical devices and constructs, the spell greatly reduces wear. A magical clockwork device, machine, or creature that normally needs daily maintenance only needs care once a year; if it previously needed monthly maintenance, it now requires attention only once a decade.", "document": "dmag-e", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1916,7 +1916,7 @@ "desc": "Deep Magic: clockwork You target a construct, giving it an extra action or move on each of its turns.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -1947,7 +1947,7 @@ "desc": "You recite a poem in the Northern tongue, sent to your lips by Wotan himself, to gain supernatural insight or advice. Your next Intelligence or Charisma check within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to an contact other plane.", "document": "dmag-e", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1978,7 +1978,7 @@ "desc": "Deep Magic: clockwork You copy your memories, or those learned from the spell read memory, onto an empty memory gear.", "document": "dmag-e", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", diff --git a/data/v2/kobold-press/kp/Spell.json b/data/v2/kobold-press/kp/Spell.json index eb391e6f..41d419e7 100644 --- a/data/v2/kobold-press/kp/Spell.json +++ b/data/v2/kobold-press/kp/Spell.json @@ -7,7 +7,7 @@ "desc": "The forest floor swirls and shifts around you to welcome you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to Hide. While hidden in a forest, you have advantage on your next Initiative check. The spell ends if you attack or cast a spell.", "document": "kp", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The spell ends if you or any target of this spell attacks or casts a spell.", "target_type": "creature", "range": "Self", @@ -38,7 +38,7 @@ "desc": "By performing this ritual, you can cast a spell on one nearby creature and have it affect a different, more distant creature. Both targets must be related by blood (no more distantly than first cousins). Neither of them needs to be a willing target. The blood strike ritual is completed first, taking 10 minutes to cast on yourself. Then the spell to be transferred is immediately cast by you on the initial target, which must be close enough to touch no matter what the spell's normal range is. The secondary target must be within 1 mile and on the same plane of existence as you. If the second spell allows a saving throw, it's made by the secondary target, not the initial target. If the saving throw succeeds, any portion of the spell that's avoided or negated by the secondary target affects the initial target instead. A creature can be the secondary target of blood strike only once every 24 hours; subsequent attempts during that time take full effect against the initial target with no chance to affect the secondary target. Only spells that have a single target can be transferred via blood stike. For example, a lesser restoration) currently affecting the initial creature and transfer it to the secondary creature, which then makes any applicable saving throw against the effect. If the saving throw fails or there is no saving throw, the affliction transfers completely and no longer affects the initial target. If the saving throw succeeds, the initial creature is still afflicted and also suffers anew any damage or conditions associated with first exposure to the affliction.", "document": "kp", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -69,7 +69,7 @@ "desc": "Deep Magic: summoning You summon a swarm of manabane scarabs that has just 40 hit points. The swarm appears at a spot you choose within 60 feet and attacks the closest enemy. You can conjure the swarm to appear in an enemy's space. If you prefer, you can summon two full-strength, standard swarms of insects (including beetles, centipedes, spiders, or wasps) instead.", "document": "kp", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -100,7 +100,7 @@ "desc": "A creature you touch must make a successful Constitution saving throw or be cursed with a shifting, amorphous form. Spells that change the target creature's shape (such as polymorph) do not end the curse, but they do hold the creature in a stable form, temporarily mitigating it until the end of that particular spell's duration; shapechange and stoneskin have similar effects. While under the effect of the curse of formlessness, the target creature is resistant to slashing and piercing damage and ignores the additional damage done by critical hits, but it can neither hold nor use any item, nor can it cast spells or activate magic items. Its movement is halved, and winged flight becomes impossible. Any armor, clothing, helmet, or ring becomes useless. Large items that are carried or worn, such as armor, backpacks, or clothing, become hindrances, so the target has disadvantage on Dexterity checks and saving throws while such items are in place. A creature under the effect of a curse of formlessness can try to hold itself together through force of will. The afflicted creature uses its action to repeat the saving throw; if it succeeds, the afflicted creature negates the penalties from the spell until the start of its next turn.", "document": "kp", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -131,7 +131,7 @@ "desc": "You draw forth the ebbing life force of a creature and question it. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you temporarily prevent its spirit from passing into the next realm. You are able to hear the spirit, though the spirit doesn't appear to any creature without the ability to see invisible creatures. The spirit communicates directly with your psyche and cannot see or hear anything but what you tell it. You can ask the spirit a number of questions equal to your proficiency bonus. Questions must be asked directly; a delay of more than 10 seconds between the spirit answering one question and you asking another allows the spirit to escape into the afterlife. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. The spirit cannot lie to you, but it can refuse to answer a question that would harm its living family or friends, or truthfully answer that it doesn't know. Once the spirit answers your allotment of questions, it passes on.", "document": "kp", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -162,7 +162,7 @@ "desc": "You generate an entropic field that rapidly ages every creature in the area of effect. The field covers a sphere with a 20-foot radius centered on you. Every creature inside the sphere when it's created, including you, must make a successful Constitution saving throw or gain 2 levels of exhaustion from sudden, traumatic aging. A creature that ends its turn in the field must repeat the saving throw, gaining 1 level of exhaustion per subsequent failure. You have advantage on these saving throws. An affected creature sheds 1 level of exhaustion at the end of its turn, if it started the turn outside the spell's area of effect (or the spell has ended). Only 1 level of exhaustion can be removed this way; all remaining levels are removed when the creature completes a short or long rest. A creature that died from gaining 6 levels of exhaustion, however, remains dead.", "document": "kp", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -193,7 +193,7 @@ "desc": "You create a ripple of dark energy that destroys everything it touches. You create a 10-foot-radius, 10-foot-deep cylindrical extra-dimensional hole on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest. Any creature standing in the original conjured space, or on an expanded space as it grows, must succeed on a Dexterity saving throw to avoid falling in. The sloped pit edges crumble continuously, and any creature adjacent to the pit when it expands must succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like incapacitated for 2 rounds. When the spell ends, creatures within the pit must make a Constitution saving throw. Those who succeed rise up with the bottom of the pit until they are standing on the original surface. Those who fail also rise up but are stunned for 2 rounds.", "document": "kp", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, increase the depth of the pit by 10 feet for each slot level above 3rd.", "target_type": "creature", "range": "120 feet", @@ -224,7 +224,7 @@ "desc": "You draw forth the ebbing life force of a creature and use it to feed the worms. Upon casting this spell, you touch a creature that dropped to 0 hit points since your last turn. If it fails a Constitution saving throw, its body is completely consumed by worms in moments, leaving no remains. In its place is a swarm of worms (treat as a standard swarm of insects) that considers all other creatures except you as enemies. The swarm remains until it's killed.", "document": "kp", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -255,7 +255,7 @@ "desc": "Deep Magic: forest-bound You create a 20-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 7 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 7 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 7 can't extend into the cube. If the cube overlaps an area of ley line magic, such as greater ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.", "document": "kp", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 9th level or higher, its duration is concentration, up to 1 hour.", "target_type": "creature", "range": "60 feet", @@ -286,7 +286,7 @@ "desc": "Deep Magic: Rothenian You summon a spectral herd of ponies to drag off a creature that you can see in range. The target must be no bigger than Large and must make a Dexterity saving throw. On a successful save, the spell has no effect. On a failed save, a spectral rope wraps around the target and pulls it 60 feet in a direction of your choosing as the herd races off. The ponies continue running in the chosen direction for the duration of the spell but will alter course to avoid impassable obstacles. Once you choose the direction, you cannot change it. The ponies ignore difficult terrain and are immune to damage. The target is prone and immobilized but can use its action to make a Strength or Dexterity check against your spell DC to escape the spectral bindings. The target takes 1d6 bludgeoning damage for every 20 feet it is dragged by the ponies. The herd moves 60 feet each round at the beginning of your turn.", "document": "kp", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, one additional creature can be targeted for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -319,7 +319,7 @@ "desc": "This ritual must be cast during a solar eclipse. It can target a person, an organization (including a city), or a kingdom. If targeting an organization or a kingdom, the incantation requires an object epitomizing the entity as part of the material component, such as a crown, mayoral seal, standard, or primary relic. If targeting a person, the primary performer must hold a vial of the person's blood. Over the course of the incantation, the components are mixed and the primary caster inscribes a false history and a sum of knowledge concerning the target into the book using the mockingbird quills. When the incantation is completed, whatever the caster wrote in the book becomes known and accepted as truth by the target. The target can attempt a Wisdom saving throw to negate this effect. If the target was a city or a kingdom, the saving throw is made with advantage by its current leader or ruler. If the saving throw fails, all citizens or members of the target organization or kingdom believe the account written in the book to be fact. Any information contrary to what was written in the book is forgotten within an hour, but individuals who make a sustained study of such information can attempt a Wisdom saving throw to retain the contradictory knowledge. Books containing contradictory information are considered obsolete or purposely misleading. Permanent structures such as statues of heroes who've been written out of existence are believed to be purely artistic endeavors or so old that no one remembers their identities anymore. The effects of this ritual can be reversed by washing the written words from the book using universal solvent and then burning the book to ashes in a magical fire. Incantation of lies made truth is intended to be a villainous motivator in a campaign, with the player characters fighting to uncover the truth and reverse the spell's effect. The GM should take care not to remove too much player agency with this ritual. The creatures affected should be predominantly NPCs, with PCs and even select NPCs able to resist it. Reversing the effect of the ritual can be the entire basis of a campaign.", "document": "kp", "level": 9, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "object", "range": "1000 feet", @@ -350,7 +350,7 @@ "desc": "Deep Magic: dragon With a sweeping gesture, you cause jagged crystals to burst from the ground and hurtle directly upward. Choose an origin point within the spell's range that you can see. Starting from that point, the crystals burst out of the ground along a 30-foot line. All creatures in that line and up to 100 feet above it take 2d8 thunder damage plus 2d8 piercing damage; a successful Dexterity saving throw negates the piercing damage. A creature that fails the saving throw is impaled by a chunk of crystal that halves the creature's speed, prevents it from flying, and causes it to fall to the ground if it was flying. To remove a crystal, the creature or an ally within 5 feet of it must use an action and make a successful DC 13 Strength check. If the check succeeds, the impaled creature takes 1d8 piercing damage and its speed and flying ability are restored to normal.", "document": "kp", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "100 feet", @@ -383,7 +383,7 @@ "desc": "Deep Magic: forest-bound You create a 10-foot cube of antimagic within range that specifically protects against ley line magic. Ley line spells and magical effects up to level 5 that target a creature within the cube have no effect on that target. Any active ley line spells or magical effects up to level 5 on a creature or an object in the cube is suppressed while the creature or object is in it. The area of a ley line spell or magical effect up to level 5 can't extend into the cube. If the cube overlaps an area of ley line magic, such as lesser ley pulse, the part of the area that is covered by the cube is suppressed. The cube has no effect on other types of magic or spells. You can exclude specific individuals within the cube from the protection.", "document": "kp", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, its duration is concentration, up to 1 hour.", "target_type": "creature", "range": "30 feet", @@ -414,7 +414,7 @@ "desc": "Deep Magic: forest-bound While in your bound forest, you tune your senses to any disturbances of ley energy flowing through it. For the duration, you are aware of any ley line manipulation or ley spell casting within 5 miles of you. You know the approximate distance and general direction to each disturbance within that range, but you don't know its exact location. This doesn't allow you to locate the ley lines themselves, just any use or modification of them.", "document": "kp", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -445,7 +445,7 @@ "desc": "For the duration, you can sense the presence of any dimensional portals within range and whether they are one-way or two-way. If you sense a portal using this spell, you can use your action to peer through the portal to determine its destination. You gain a glimpse of the area at the other end of the shadow road. If the destination is not somewhere you have previously visited, you can make a DC 25 Intelligence (Arcana, History or Nature-whichever is most relevant) check to determine to where and when the portal leads.", "document": "kp", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -476,7 +476,7 @@ "desc": "You touch a creature who must be present for the entire casting. A beam of moonlight shines down from above, bathing the target in radiant light. The spell fails if you can't see the open sky. If the target has any levels of shadow corruption, the moonlight burns away some of the Shadow tainting it. The creature must make a Constitution saving throw against a DC of 10 + the number of shadow corruption levels it has. The creature takes 2d10 radiant damage per level of shadow corruption and removes 1 level of shadow corruption on a failed saving throw, or half as much damage and removes 2 levels of shadow corruption on a success.", "document": "kp", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -509,7 +509,7 @@ "desc": "When you cast this spell, your body becomes highly mutable, your flesh constantly shifting and quivering, occasionally growing extra parts-limbs and eyes-only to reabsorb them soon afterward. While under the effect of this spell, you have resistance to slashing and piercing damage and ignore the additional damage done by critical hits. You can squeeze through Tiny spaces without penalty. In addition, once per round, as a bonus action, you can make an unarmed attack with a newly- grown limb. Treat it as a standard unarmed attack, but you choose whether it does bludgeoning, piercing, or slashing damage.", "document": "kp", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -540,7 +540,7 @@ "desc": "You must tap the power of a titanic or strong ley line to cast this spell (see the Ley Initiate feat). You open a new two-way Red Portal on the shadow road, leading to a precise location of your choosing on any plane of existence. If located on the Prime Material Plane, this destination can be in the present day or up to 1,000 years in the past. The portal lasts for the duration. Deities and other planar rulers can prevent portals from opening in their presence or anywhere within their domains.", "document": "kp", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -604,7 +604,7 @@ "desc": "When you cast this spell, you can reset the destination of a Red Portal within range, diverting the shadow road so it leads to a location of your choosing. This destination must be in the present day. You can specify the target destination in general terms such as the City of the Fire Snakes, Mammon's home, the Halls of Avarice, or in the Eleven Hells, and anyone stepping through the portal while the spell is in effect will appear in or near that destination. If you reset the destination to the City of the Fire Snakes, for example, the portal might now lead to the first inner courtyard inside the city, or to the marketplace just outside at the GM's discretion. Once the spell's duration expires, the Red Portal resets to its original destination (50% chance) or to a new random destination (roll on the Destinations table).", "document": "kp", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, you can specify a destination up to 100 years in the past for each slot level beyond 5th.", "target_type": "object", "range": "10 feet", @@ -635,7 +635,7 @@ "desc": "You draw blood from the corpse of a creature that has been dead for no more than 24 hours and magically fashion it into a spear of frozen blood. This functions as a +1 spear that does cold damage instead of piercing damage. If the spear leaves your hand for more than 1 round, it melts and the spell ends.", "document": "kp", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "If the spell is cast with a 4th-level spell slot, it creates a +2 spear. A 6th-level spell slot creates a +3 spear.", "target_type": "creature", "range": "Touch", @@ -666,7 +666,7 @@ "desc": "When you cast this spell, you create illusory doubles that move when you move but in different directions, distracting and misdirecting your opponents. When scattered images is cast, 1d4 + 2 images are created. Images behave exactly as those created with mirror image, with the exceptions described here. These images remain in your space, acting as invisible or the attacker is blind, the spell has no effect.", "document": "kp", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -697,7 +697,7 @@ "desc": "You seal a Red Portal or other dimensional gate within range, rendering it inoperable until this spell is dispelled. While the portal remains sealed in this way, it cannot be found with the locate Red Portal spell.", "document": "kp", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -728,7 +728,7 @@ "desc": "The selfish wish grants the desires of a supplicant in exchange for power. Like a wish for a great increase in Strength may come with an equal reduction in Intelligence). In exchange for casting the selfish wish, the caster also receives an influx of power. The caster receives the following bonuses for 2 minutes: Doubled speed one extra action each round (as haste) Armor class increases by 3", "document": "kp", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -759,7 +759,7 @@ "desc": "Casting this spell consumes the corpse of a creature and creates a shadowy duplicate of it. The creature returns as a shadow beast. The shadow beast has dim memories of its former life and retains free will; casters are advised to be ready to make an attractive offer to the newly-risen shadow beast, to gain its cooperation.", "document": "kp", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -790,7 +790,7 @@ "desc": "This spell temporarily draws a willow tree from the Shadow Realm to the location you designate within range. The tree is 5 feet in diameter and 20 feet tall.\n When you cast the spell, you can specify individuals who can interact with the tree. All other creatures see the tree as a shadow version of itself and can't grasp or climb it, passing through its shadowy substance. A creature that can interact with the tree and that has Sunlight Sensitivity or Sunlight Hypersensitivity is protected from sunlight while within 20 feet of the tree. A creature that can interact with the tree can climb into its branches, giving the creature half cover.", "document": "kp", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -821,7 +821,7 @@ "desc": "You draw a rune or inscription no larger than your hand on the target. The target must succeed on a Constitution saving throw or be branded with the mark on a location of your choosing. The brand appears as an unintelligible mark to most creatures. Those who understand the Umbral language recognize it as a mark indicating the target is an enemy of the shadow fey. Shadow fey who view the brand see it outlined in a faint glow. The brand can be hidden by mundane means, such as clothing, but it can be removed only by the *remove curse* spell.\n While branded, the target has disadvantage on ability checks when interacting socially with shadow fey.", "document": "kp", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -852,7 +852,7 @@ "desc": "You cut yourself and bleed as tribute to Marena, gaining power as long as the blood continues flowing. The stigmata typically appears as blood running from the eyes or ears, or from wounds manifesting on the neck or chest. You take 1 piercing damage at the beginning of each turn and gain a +2 bonus on damage rolls. Any healing received by you, magical or otherwise, ends the spell.", "document": "kp", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage you take at the start of each of your turns and the bonus damage you do both increase by 1 for each slot level above 2nd, and the duration increases by 1 round for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -883,7 +883,7 @@ "desc": "Chernobog doesn't care that the Night Cauldron only focuses on one aspect of his dominion. After all, eternal night leads perfectly well to destruction and murder, especially by the desperate fools seeking to survive in the new, lightless world. Having devotees at the forefront of the mayhem suits him, so he allows a small measure of his power to infuse worthy souls. After contacting the Black God, the ritual caster makes a respectful yet forceful demand for him to deposit some of his power into the creature that is the target of the ritual. For Chernobog to comply with this demand, the caster must make a successful DC 20 spellcasting check. If the check fails, the spell fails and the caster and the spell's target become permanently vulnerable to fire; this vulnerability can be ended with remove curse or comparable magic. If the spell succeeds, the target creature gains darkvision (60 feet) and immunity to cold. Chernobog retains the privilege of revoking these gifts if the recipient ever wavers in devotion to him.", "document": "kp", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -914,7 +914,7 @@ "desc": "You draw forth the ebbing life force of a creature and use its arcane power. Upon casting this spell, you must touch a creature that dropped to 0 hit points since your last turn. If it fails a Wisdom saving throw, you gain knowledge of spells, innate spells, and similar abilities it could have used today were it still alive. Expended spells and abilities aren't revealed. Choose one of these spells or abilities with a casting time no longer than 1 action. Until you complete a long rest, you can use this spell or ability once, as a bonus action, using the creature's spell save DC or spellcasting ability bonus.", "document": "kp", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -945,7 +945,7 @@ "desc": "This spell summons a swarm of ravens or other birds-or a swarm of bats if cast at night or underground-to serve you as spies. The swarm moves out as you direct, but it won't patrol farther away than the spell's range. Commands must be simple, such as “search the valley to the east for travelers” or “search everywhere for humans on horses.” The GM can judge how clear and effective your instructions are and use that estimation in determining what the spies report. You can recall the spies at any time by whispering into the air, but the spell ends when the swarm returns to you and reports. You must receive the swarm's report before the spell expires, or you gain nothing. The swarm doesn't fight for you; it avoids danger if possible but defends itself if it must. You know if the swarm is destroyed, and the spell ends.", "document": "kp", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "10 miles", diff --git a/data/v2/kobold-press/toh/Spell.json b/data/v2/kobold-press/toh/Spell.json index 61e8df07..80f8db1e 100644 --- a/data/v2/kobold-press/toh/Spell.json +++ b/data/v2/kobold-press/toh/Spell.json @@ -7,7 +7,7 @@ "desc": "You touch a wooden, plaster, or stone surface and create a passage with two trapdoors. The first trapdoor appears where you touch the surface, and the other appears at a point you can see up to 30 feet away. The two trapdoors can be wooden with a metal ring handle, or they can match the surrounding surfaces, each with a small notch for opening the door. The two trapdoors are connected by an extradimensional passage that is up to 5 feet wide, up to 5 feet tall, and up to 30 feet long. The trapdoors don't need to be on the same surface, allowing the passage to connect two separated locations, such as the two sides of a chasm or river. The passage is always straight and level for creatures inside it, and the creatures exit the tunnel in such a way that allows them to maintain the same orientation as when they entered the passage. No more than five creatures can transit the passage at the same time.\n When the spell ends and the trapdoors disappear, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest the end of the passage closest to them.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the length of the passage and the distance you can place the second trapdoor increases by 10 feet for each slot level above 3rd.", "target_type": "point", "range": "Touch", @@ -38,7 +38,7 @@ "desc": "You bolster the defenses of those nearby. Choose up to twelve willing creatures in range. When an affected creature is within 5 feet of at least one other affected creature, they create a formation. The formation must be a contiguous grouping of affected creatures, and each affected creature must be within 5 feet of at least one other affected creature within the formation. If the formation ever has less than two affected creatures, it ends, and an affected creature that moves further than 5 feet from other creatures in formation is no longer in that formation. Affected creatures don't have to all be in the same formation, and they can create or end as many formations of various sizes as they want for the duration of the spell. Each creature in a formation gains a bonus depending on how many affected creatures are in that formation.\n ***Two or More Creatures.*** Each creature gains a +2 bonus to AC.\n ***Four or More Creatures.*** Each creature gains a +2 bonus to AC, and when it hits with any weapon, it deals an extra 1d6 damage of the weapon's type.\n ***Six or More Creatures.*** Each creature gains a +3 bonus to AC, and when it hits with any weapon, it deals an extra 2d6 damage of the weapon's type.", "document": "toh", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -69,7 +69,7 @@ "desc": "This spell causes the speech of affected creatures to sound like nonsense. Each creature in a 30-foot-radius sphere centered on a point you choose within range must succeed on an Intelligence saving throw when you cast this spell or be affected by it.\n An affected creature cannot communicate in any spoken language that it knows. When it speaks, the words come out as gibberish. Spells with verbal components cannot be cast. The spell does not affect telepathic communication, nonverbal communication, or sounds emitted by any creature that does not have a spoken language. As an action, a creature under the effect of this spell can attempt another Intelligence saving throw against the effect. On a successful save, the spell ends.", "document": "toh", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -100,7 +100,7 @@ "desc": "You gain a preternatural sense of the surrounding area, allowing you insights you can share with comrades to provide them with an edge in combat. You gain advantage on Wisdom (Perception) checks made when determining surprise at the beginning of a combat encounter. If you are not surprised, then neither are your allies. When you are engaged in combat while the spell is active, you can use a bonus action on your turn to produce one of the following effects (allies must be able to see or hear you in order to benefit):\n* One ally gains advantage on its next attack roll, saving throw, or ability check.\n* An enemy has disadvantage on the next attack roll it makes against you or an ally.\n* You divine the location of an invisible or hidden creature and impart that knowledge to any allies who can see or hear you. This knowledge does not negate any advantages the creature has, it only allows your allies to be aware of its location at the time. If the creature moves after being detected, its new location is not imparted to your allies.\n* Three allies who can see and hear you on your turn are given the benefit of a *bless*, *guidance*, or *resistance spell* on their turns; you choose the benefit individually for each ally. An ally must use the benefit on its turn, or the benefit is lost.", "document": "toh", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -131,7 +131,7 @@ "desc": "You imbue a willing creature with a touch of lycanthropy. The target gains a few bestial qualities appropriate to the type of lycanthrope you choose, such as tufts of fur, elongated claws, a fang-lined maw or tusks, and similar features. For the duration, the target has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't silvered. In addition, the target has advantage on Wisdom (Perception) checks that rely on hearing or smell. Finally, the creature can use its new claws and jaw or tusks to make unarmed strikes. The claws deal slashing damage equal to 1d4 + the target's Strength modifier on a hit. The bite deals piercing damage equal to 1d6 + the target's Strength modifier on a hit. The target's bite doesn't inflict lycanthropy.", "document": "toh", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each spell slot above 4th.", "target_type": "creature", "range": "30 feet", @@ -162,7 +162,7 @@ "desc": "When you cast this spell, you touch a pair of objects. Each object must be small enough to fit in one hand. While holding one of the objects, you can sense the direction to the other object's location.\n If the paired object is in motion, you know the direction and relative speed of its movement (walking, running, galloping, or similar). When the two objects are within 30 feet of each other, they vibrate faintly unless they are touching. If you aren't holding either item and the spell hasn't ended, you can sense the direction of the closest of the two objects within 1,000 feet of you, and you can sense if it is in motion. If neither object is within 1,000 feet of you, you sense the closest object as soon as you come within 1,000 feet of one of them. If an inch or more of lead blocks a direct path between you and an affected object, you can't sense that object.", "document": "toh", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -193,7 +193,7 @@ "desc": "You imbue a willing creature that you can see within range with vitality and fury. The target gains 1d6 temporary hit points, has advantage on Strength checks, and deals an extra 1d6 damage when it hits with a weapon attack. When the spell ends, the target suffers one level of exhaustion for 1 minute.", "document": "toh", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -224,7 +224,7 @@ "desc": "Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have disadvantage on weapon attack rolls. In addition, when an affected creature rolls damage dice for a successful attack, it must roll the weapon's damage dice twice and use the lower total. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -255,7 +255,7 @@ "desc": "You create a ward that bolsters a structure or a collection of structures that occupy up to 2,500 square feet of floor space. The bolstered structures can be up to 20 feet tall and shaped as you desire. You can ward several small buildings in a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. For the purpose of this spell, “structures” include walls, such as the palisade that might surround a small fort, provided the wall is no more than 20 feet tall.\n For the duration, each structure you bolstered has a damage threshold of 5. If a structure already has a damage threshold, that threshold increases by 5.\n This spell protects only the walls, support beams, roofs, and similar that make up the core components of the structure. It doesn't bolster objects within the structures, such as furniture.\n The protected structure or structures radiate magic. A *dispel magic* cast on a structure removes the bolstering from only that structure. You can create a permanently bolstered structure or collection of structures by casting this spell there every day for one year.", "document": "toh", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the square feet of floor space you can bolster increases by 500 and the damage threshold increases by 2 for each slot level above 3rd.", "target_type": "area", "range": "120 feet", @@ -286,7 +286,7 @@ "desc": "You cause a swirling gyre of dust, small rocks, and wind to encircle a creature you can see within range. The target must succeed on a Dexterity saving throw or have disadvantage on attack rolls and on Wisdom (Perception) checks. At the end of each of its turns, the target can make a Dexterity saving throw. On a success, the spell ends.\n In addition, if the target is within a cloud or gas, such as the area of a *fog cloud* spell or a dretch's Fetid Cloud, the affected target has disadvantage on this spell's saving throws and on any saving throws associated with being in the cloud or gas, such as the saving throw to reduce the poison damage the target might take from starting its turn in the area of a *cloudkill* spell.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is 1 minute, and the spell doesn't require concentration.", "target_type": "creature", "range": "120 feet", @@ -350,7 +350,7 @@ "desc": "You cause a cloud of illusory butterflies to swarm around a target you can see within range. The target must succeed on a Charisma saving throw or be charmed for the duration. While charmed, the target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|------|-------------------|\n| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |\n| 2-6 | The creature doesn't take an action this turn. |\n| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |\n| 9-10 | The creature can act and move normally. |\n\nAt the end of each of its turns, and each time it takes damage, the target can make another Charisma saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -381,7 +381,7 @@ "desc": "You attempt to calm aggressive or frightened animals. Each beast in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw. If a creature fails its saving throw, choose one of the following two effects.\n ***Suppress Hold.*** You can suppress any effect causing the target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.\n ***Suppress Hostility.*** You can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its allies being harmed. When the spell ends, the creature becomes hostile again, unless the GM rules otherwise.", "document": "toh", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -412,7 +412,7 @@ "desc": "You send your allies and your enemies to opposite sides of the battlefield. Pick a cardinal direction. With a shout and a gesture, you and up to five willing friendly creatures within range are teleported up to 90 feet in that direction to spaces you can see. At the same time, up to six hostile creatures within range must make a Wisdom saving throw. On a failed save, the hostile creature is teleported up to 90 feet in the opposite direction of where you teleport yourself and the friendly creatures to spaces you can see. You can't teleport a target into dangerous terrain, such as lava or off the edge of a cliff, and each target must be teleported to an unoccupied space that is on the ground or on a floor.", "document": "toh", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -443,7 +443,7 @@ "desc": "You summon a construct of challenge rating 5 or lower to harry your foes. It appears in an unoccupied space you can see within range. It disappears when it drops to 0 hit points or when the spell ends.\n The construct is friendly to you and your companions for the duration. Roll initiative for the construct, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the construct, it defends itself from hostile creatures but otherwise takes no actions.\n If your concentration is broken, the construct doesn't disappear. Instead, you lose control of the construct, it becomes hostile toward you and your companions, and it might attack. An uncontrolled construct can't be dismissed by you, and it disappears 1 hour after you summoned it.\n The construct deals double damage to objects and structures.\n The GM has the construct's statistics.", "document": "toh", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", "target_type": "point", "range": "60 feet", @@ -474,7 +474,7 @@ "desc": "You sprinkle some graveyard dirt before you and call forth vengeful spirits. The spirits erupt from the ground at a point you choose within range and sweep outward. Each creature in a 30-foot-radius sphere centered on that point must make a Wisdom saving throw. On a failed save, a creature takes 6d10 necrotic damage and becomes frightened for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened.\n At the end of each of its turns, a creature frightened by this spell can make another saving throw. On a success, this spell ends on the creature.", "document": "toh", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, the damage increases by 1d10 for each slot level above 7th.", "target_type": "point", "range": "60 feet", @@ -507,7 +507,7 @@ "desc": "You imbue yourself and up to five willing creatures within range with the ability to enter a meditative trance like an elf. Once before the spell ends, an affected creature can complete a long rest in 4 hours, meditating as an elf does while in trance. After resting in this way, each creature gains the same benefit it would normally gain from 8 hours of rest.", "document": "toh", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -538,7 +538,7 @@ "desc": "You create a psychic binding on the mind of a creature within range. Until this spell ends, the creature must make a Charisma saving throw each time it casts a spell. On a failed save, it takes 2d6 psychic damage, and it fails to cast the spell. It doesn't expend a spell slot if it fails to cast the spell.", "document": "toh", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -571,7 +571,7 @@ "desc": "You study a creature you can see within range, learning its weaknesses. The creature must make a Charisma saving throw. If it fails, you learn its damage vulnerabilities, damage resistances, and damage immunities, and the next attack one of your allies in range makes against the target before the end of your next turn has advantage.", "document": "toh", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -602,7 +602,7 @@ "desc": "When you cast this spell, the ammunition flies from your hand with a loud bang, targeting up to five creatures or objects you can see within range. You can launch the bullets at one target or several. Make a ranged spell attack for each bullet. On a hit, the target takes 3d6 piercing damage. This damage can experience a burst, as described in the gunpowder weapon property (see the Adventuring Gear chapter), but this spell counts as a single effect for the purposes of determining how many times the damage can burst, regardless of the number of targets affected.", "document": "toh", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -668,7 +668,7 @@ "desc": "You imbue a bottle of wine with fey magic. While casting this spell, you and up to seven other creatures can drink the imbued wine. At the completion of the casting, each creature that drank the wine can see invisible creatures and objects as if they were visible, can see into the Ethereal plane, and has advantage on Charisma checks and saving throws for the duration. Ethereal creatures and objects appear ghostly and translucent.", "document": "toh", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -699,7 +699,7 @@ "desc": "You attempt to convince a creature to enter a paranoid, murderous rage. Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be convinced those around it intend to steal anything and everything it possesses, from its position of employment, to the affections of its loved ones, to its monetary wealth and possessions, no matter how trusted those nearby might be or how ludicrous such a theft might seem. While affected by this spell, the target must use its action to attack the nearest creature other than itself or you. If the target starts its turn with no other creature near enough to move to and attack, the target can make another Wisdom saving throw. On a success, the target's head clears momentarily and it can act freely that turn. If the target starts its turn a second time with no other creature near enough to move to and attack, it can make another Wisdom saving throw. On a success, the spell ends on the target.\n Each time the target takes damage, it can make another Wisdom saving throw. On a success, the spell ends on the target.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -730,7 +730,7 @@ "desc": "You spend an hour anointing a rose with scented oils and imbuing it with fey magic. The first creature other than you that touches the rose before the spell ends pricks itself on the thorns and must make a Charisma saving throw. On a failed save, the creature falls into a deep slumber for 24 hours, and it can be awoken only by the greater restoration spell or similar magic or if you choose to end the spell as an action. While slumbering, the creature doesn't need to eat or drink, and it doesn't age.\n Each time the creature takes damage, it makes a new Charisma saving throw. On a success, the spell ends on the creature.", "document": "toh", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration of the slumber increases to 7 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year with a 9th-level spell slot.", "target_type": "creature", "range": "Touch", @@ -761,7 +761,7 @@ "desc": "You create a furiously erupting volcano centered on a point you can see within range. The ground heaves violently as a cinder cone that is 2 feet wide and 5 feet tall bursts up from it. Each creature within 30 feet of the cinder cone when it appears must make a Strength saving throw. On a failed save, a creature takes 8d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.\n Each round you maintain concentration on this spell, the cinder cone produces additional effects on your turn.\n ***Round 2.*** Smoke pours from the cinder cone. Each creature within 10 feet of the cinder cone when the smoke appears takes 4d6 poison damage. Afterwards, each creature that enters the smoky area for the first time on a turn or starts its turn there takes 2d6 poison damage. The smoke spreads around corners, and its area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke until the start of your next turn, when the smoke reforms.\n ***Round 3.*** Lava bubbles out from the cinder cone, spreading out to cover the ground within 20 feet of the cinder cone. Each creature and object in the area when the lava appears takes 10d10 fire damage and is on fire. Afterwards, each creature that enters the lava for the first time on a turn or starts its turn there takes 5d10 fire damage. In addition, the smoke spreads to fill a 20-foot-radius sphere centered on the cinder cone.\n ***Round 4.*** The lava continues spreading and covers the ground within 30 feet of the cinder cone in lava that is 1-foot-deep. The lava-covered ground becomes difficult terrain. In addition, the smoke fills a 30-footradius sphere centered on the cinder cone.\n ***Round 5.*** The lava expands to cover the ground within 40 feet of the cinder cone, and the smoke fills a 40-foot radius sphere centered on the cinder cone. In addition, the cinder cone begins spewing hot rocks. Choose up to three creatures within 90 feet of the cinder cone. Each target must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and 3d6 fire damage.\n ***Rounds 6-10.*** The lava and smoke continue to expand in size by 10 feet each round. In addition, each round you can direct the cinder cone to spew hot rocks at three targets, as described in Round 5.\n When the spell ends, the volcano ceases erupting, but the smoke and lava remain for 1 minute before cooling and dispersing. The landscape is permanently altered by the spell.", "document": "toh", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -794,7 +794,7 @@ "desc": "You create a momentary, flickering duplicate of yourself just as you make an attack against a creature. You have advantage on the next attack roll you make against the target before the end of your next turn as it's distracted by your illusory copy.", "document": "toh", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -825,7 +825,7 @@ "desc": "You enchant up to 1 pound of food or 1 gallon of drink within range with fey magic. Choose one of the effects below. For the duration, any creature that consumes the enchanted food or drink, up to four creatures per pound of food or gallon of drink, must succeed on a Charisma saving throw or succumb to the chosen effect.\n ***Slumber.*** The creature falls asleep and is unconscious for 1 hour. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.\n ***Friendly Face.*** The creature is charmed by you for 1 hour. If you or your allies do anything harmful to it, the creature can make another Charisma saving throw. On a success, the spell ends on the creature.\n ***Muddled Memory.*** The creature remembers only fragments of the events of the past hour. A remove curse or greater restoration spell cast on the creature restores the creature's memory.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can enchant an additional pound of food or gallon of drink for each slot level over 3rd.", "target_type": "creature", "range": "10 feet", @@ -887,7 +887,7 @@ "desc": "One creature of your choice that you can see within range is teleported to an unoccupied space you can see up to 60 feet above you. The space can be open air or a balcony, ledge, or other surface above you. An unwilling creature that succeeds on a Constitution saving throw is unaffected. A creature teleported to open air immediately falls, taking falling damage as normal, unless it can fly or it has some other method of catching itself or preventing a fall. A creature can't be teleported into a solid object.", "document": "toh", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "If you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The targets must be within 30 feet of each other when you target them, but they don't need to be teleported to the same locations.", "target_type": "creature", "range": "60 feet", @@ -982,7 +982,7 @@ "desc": "You summon a storm to batter your oncoming enemies. Until the spell ends, freezing rain and turbulent winds fill a 20-foot-tall cylinder with a 300- foot radius centered on a point you choose within range. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.\n The spell's area is heavily obscured, and exposed flames in the area are doused. The ground in the area becomes slick, difficult terrain, and a flying creature in the area must land at the end of its turn or fall. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Constitution saving throw as the wind and rain assail it. On a failed save, the creature takes 1d6 cold damage.\n If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.", "document": "toh", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "1 mile", @@ -1015,7 +1015,7 @@ "desc": "You cast a disdainful glare at up to two creatures you can see within range. Each target must succeed on a Wisdom saving throw or take no actions on its next turn as it reassesses its life choices. If a creature fails the saving throw by 5 or more, it can't take actions on its next two turns.", "document": "toh", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1046,7 +1046,7 @@ "desc": "With a word, you gesture across an area and cause the terrain to rise up into a 10-foot-tall hillock at a point you choose within range. You must be outdoors to cast this spell. The hillock is up to 30 feet long and up to 15 feet wide, and it must be in a line. If the hillock cuts through a creature's space when it appears, the creature is pushed to one side of the hillock or to the top of the hillock (your choice). The ranged attack distance for a creature on top of the hillock is doubled, provided the target is at a lower elevation than the creature on the hillock. At the GM's discretion, creatures on top of the hillock gain any additional bonuses or penalties that higher elevation might provide, such as advantage on attacks against those on lower elevations, being easier to spot, longer sight distance, or similar.\n The steep sides of the hillock are difficult to climb. A creature at the bottom of the hillock that attempts to move up to the top must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to climb to the top of the hillock.\n This spell can't manipulate stone construction, and rocks and structures shift to accommodate the hillock. If the hillock's formation would make a structure unstable, the hillock fails to form in the structure's spaces. Similarly, this spell doesn't directly affect plant growth. The hillock carries any plants along with it.", "document": "toh", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell at 4th level or higher, you can increase the width of the hillock by 5 feet or the length by 10 feet for each slot above 3rd.", "target_type": "area", "range": "60 feet", @@ -1077,7 +1077,7 @@ "desc": "You cause up to three creatures you can see within range to be yanked into the air where their blood turns to fire, burning them from within. Each target must succeed on a Dexterity saving throw or be magically pulled up to 60 into the air. The creature is restrained there until the spell ends. A restrained creature must make a Constitution saving throw at the start of each of its turns. The creature takes 7d6 fire damage on a failed save, or half as much damage on a successful one.\n At the end of each of its turns, a restrained creature can make another Dexterity saving throw. On a success, the spell ends on the creature, and the creature falls to the ground, taking falling damage as normal. Alternatively, the restrained creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends, and the creature falls to the ground, taking falling damage as normal.", "document": "toh", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1110,7 +1110,7 @@ "desc": "You reach out toward a creature and call to it. The target teleports to an unoccupied space that you can see within 5 feet of you. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. You can't teleport a target into dangerous terrain, such as lava, and the target must be teleported to a space on the ground or on a floor.", "document": "toh", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1141,7 +1141,7 @@ "desc": "You transform a handful of materials into a Huge armored vehicle. The vehicle can take whatever form you want, but it has AC 18 and 100 hit points. If it is reduced to 0 hit points, it is destroyed. If it is a ground vehicle, it has a speed of 90 feet. If it is an airborne vehicle, it has a flying speed of 45 feet. If it is a waterborne vehicle, it has a speed of 2 miles per hour. The vehicle can hold up to four Medium creatures within it.\n A creature inside it has three-quarters cover from attacks outside the vehicle, which contains arrow slits, portholes, and other small openings. A creature piloting the armored vehicle can take the Careen action. To do so, the vehicle must move at least 10 feet in a straight line and enter or pass through the space of at least one Large or smaller creature. This movement doesn't provoke opportunity attacks. Each creature in the armored vehicle's path must make a Dexterity saving throw against your spell save DC. On a failed save, the creature takes 5d8 bludgeoning damage and is knocked prone. On a successful save, the creature can choose to be pushed 5 feet away from the space through which the vehicle passed. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. If the creature piloting the armored vehicle isn't proficient in land, water, or air vehicles (whichever is appropriate for the vehicle's type), each target has advantage on the saving throw against the Careen action.", "document": "toh", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1205,7 +1205,7 @@ "desc": "For the duration, one willing creature you touch has resistance to poison damage and advantage on saving throws against poison. When the affected creature makes a Constitution saving throw against an effect that deals poison damage or that would cause the creature to become poisoned, the creature can choose to succeed on the saving throw. If it does so, the spell ends on the creature.\n While affected by this spell, a creature can't gain any benefit from consuming magical foodstuffs, such as those produced by the goodberry and heroes' feast spells, and it doesn't suffer ill effects from consuming potentially harmful, nonmagical foodstuffs, such as spoiled food or non-potable water. The creature is affected normally by other consumable magic items, such as potions. The creature can identify poisoned food by a sour taste, with deadlier poisons tasting more sour.", "document": "toh", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -1236,7 +1236,7 @@ "desc": "You create a magical tether of pulsing, golden force between two willing creatures you can see within range. The two creatures must be within 15 feet of each other. The tether remains as long as each tethered creature ends its turn within 15 feet of the other tethered creature. If a tethered creature ends its turn more than 15 feet away from its tethered partner, the spell ends. Though the tether appears as a thin line, its effect extends the full height of the tethered creatures and can affect prone or hovering creatures, provided the hovering creature hovers no higher than the tallest tethered creature.\n Any creature that touches the tether or ends its turn in a space the tether passes through must make a Strength saving throw. On a failure, a creature takes 3d6 force damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. A creature that makes this saving throw, whether it succeeds or fails, can't be affected by the tether again until the start of your next turn.", "document": "toh", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the maximum distance between the tethered creatures increases by 5 feet, and the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "60 feet", @@ -1269,7 +1269,7 @@ "desc": "You loose a growl from deep within the pit of your stomach, causing others who can hear it to become unnerved. You have advantage on Charisma (Intimidation) checks you make before the beginning of your next turn. In addition, each creature within 5 feet of you must make a Wisdom saving throw. On a failure, you have advantage on attack rolls against that creature until the end of your turn. You are aware of which creatures failed their saving throws.", "document": "toh", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1300,7 +1300,7 @@ "desc": "You create a shimmering lance of force and hurl it toward a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 force damage, and it is restrained by the lance until the end of its next turn.", "document": "toh", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1333,7 +1333,7 @@ "desc": "A creature you touch becomes less susceptible to lies and magical influence. For the duration, other creatures have disadvantage on Charisma checks to influence the protected creature, and the creature has advantage on spells that cause it to become charmed or frightened.", "document": "toh", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 hour. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the duration is 1 year. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", "range": "Touch", @@ -1395,7 +1395,7 @@ "desc": "You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds a shadowy miasma in a 30-foot radius. A creature with darkvision inside the radius sees the area as if it were filled with bright light. The miasma doesn't shed light, and a creature with darkvision inside the radius can still see outside the radius as normal. A creature with darkvision outside the radius or a creature without darkvision sees only that the object is surrounded by wisps of shadow.\n Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the effect. Though the effect doesn't shed light, it can be dispelled if the area of a darkness spell overlaps the area of this spell.\n If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.", "document": "toh", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the duration increases by 2 hours for each slot level above 1st.", "target_type": "object", "range": "Touch", @@ -1426,7 +1426,7 @@ "desc": "While casting this spell, you must engage your target in conversation. At the completion of the casting, the target must make a Charisma saving throw. If it fails, you place a latent magical effect in the target's mind for the duration. If the target succeeds on the saving throw, it realizes that you used magic to affect its mind and might become hostile toward you, at the GM's discretion.\n Once before the spell ends, you can use an action to trigger the magical effect in the target's mind, provided you are on the same plane of existence as the target. When the effect is triggered, the target takes 5d8 psychic damage plus an extra 1d8 psychic damage for every 24 hours that has passed since you cast the spell, up to a total of 12d8 psychic damage. The spell has no effect on the target if it ends before you trigger the magical effect.\n *A greater restoration* or *wish* spell cast on the target ends the spell early. You know if the spell is ended early, provided you are on the same plane of existence as the target.", "document": "toh", "level": 7, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1459,7 +1459,7 @@ "desc": "A 5-foot-diameter, 5-foot-tall cylindrical fountain of magma erupts from the ground in a space of your choice within range. A creature in that space takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn there also takes 3d8 fire damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.\n A creature killed by this spell is reduced to ash.", "document": "toh", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "creature", "range": "40 feet", @@ -1492,7 +1492,7 @@ "desc": "You touch up to four individuals, bolstering their courage. The next time a creature affected by this spell must make a saving throw against a spell or effect that would cause the frightened condition, it has advantage on the roll. Once a creature has received this benefit, the spell ends for that creature.", "document": "toh", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1523,7 +1523,7 @@ "desc": "With a hopeful rallying cry just as you fall unconscious, you rouse your allies to action. Each ally within 60 feet of you that can see and hear you has advantage on attack rolls for the duration. If you regain hit points, the spell immediately ends.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "Self", @@ -1585,7 +1585,7 @@ "desc": "You create a brief flash of light, loud sound, or other distraction that interrupts a creature's attack. When a creature you can see within range makes an attack, you can impose disadvantage on its attack roll.", "document": "toh", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1616,7 +1616,7 @@ "desc": "The ground in a 20-foot radius centered on a point within range becomes thick, viscous mud. The area becomes difficult terrain for the duration. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must make a Strength saving throw. On a failed save, its movement speed is reduced to 0 until the start of its next turn.", "document": "toh", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1647,7 +1647,7 @@ "desc": "You touch a nonmagical weapon. The next time a creature hits with the affected weapon before the spell ends, the weapon booms with a thunderous peal as the weapon strikes. The attack deals an extra 1d6 thunder damage to the target, and the target becomes deafened, immune to thunder damage, and unable to cast spells with verbal components for 1 minute. At the end of each of its turns, the target can make a Wisdom saving throw. On a success, the effect ends.", "document": "toh", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.", "target_type": "object", "range": "Touch", @@ -1678,7 +1678,7 @@ "desc": "When the target is reduced to 0 hit points, it can fight looming death to stay in the fight. The target doesn't fall unconscious but must still make death saving throws, as normal. The target doesn't need to make a death saving throw until the end of its next turn, but it has disadvantage on that first death saving throw. In addition, massive damage required to kill the target outright must equal or exceed twice the target's hit point maximum instead. If the target regains 1 or more hit points, this spell ends.", "document": "toh", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, the target doesn't have disadvantage on its first death saving throw.", "target_type": "point", "range": "60 feet", @@ -1709,7 +1709,7 @@ "desc": "You place a magical oath upon a creature you can see within range, compelling it to complete a specific task or service that involves using a weapon as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become bound by the task. When acting to complete the directed task, the target has advantage on the first attack roll it makes on each of its turns using a weapon. If the target attempts to use a weapon for a purpose other than completing the specific task or service, it has disadvantage on attack rolls with a weapon and must roll the weapon's damage dice twice, using the lower total.\n Completing the task ends the spell early. Should you issue a suicidal task, the spell ends. You can end the spell early by using an action to dismiss it. A *remove curse*, *greater restoration*, or *wish* spell also ends it.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1740,7 +1740,7 @@ "desc": "When a creature provokes an opportunity attack from an ally you can see within range, you can force the creature to make a Wisdom saving throw. On a failed save, the creature's movement is reduced to 0, and you can move up to your speed toward the creature without provoking opportunity attacks. This spell doesn't interrupt your ally's opportunity attack, which happens before the effects of this spell.", "document": "toh", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1771,7 +1771,7 @@ "desc": "Until this spell ends, the hands and feet of one willing creature within range become oversized and more powerful. For the duration, the creature adds 1d4 to damage it deals with its unarmed strike.", "document": "toh", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each spell slot above 2nd.", "target_type": "creature", "range": "30 feet", @@ -1835,7 +1835,7 @@ "desc": "You touch a nonmagical pipe or horn instrument and imbue it with magic that lures creatures toward it. Each creature that enters or starts its turn within 150 feet of the affected object must succeed on a Wisdom saving throw or be charmed for 10 minutes. A creature charmed by this spell must take the Dash action and move toward the affected object by the safest available route on each of its turns. Once a charmed creature moves within 5 feet of the object, it is also incapacitated as it stares at the object and sways in place to a mesmerizing tune only it can hear. If the object is moved, the charmed creature attempts to follow it.\n For every 10 minutes that elapse, the creature can make a new Wisdom saving throw. On a success, the spell ends on that creature. If a charmed creature is attacked, the spell ends immediately on that creature. Once a creature has been charmed by this spell, it can't be charmed by it again for 24 hours.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1866,7 +1866,7 @@ "desc": "You touch a specially prepared key to a door or gate, turning it into a one-way portal to another such door within range. This spell works with any crafted door, doorway, archway, or any other artificial opening, but not natural or accidental openings such as cave entrances or cracks in walls. You must be aware of your destination or be able to see it from where you cast the spell.\n On completing the spell, the touched door opens, revealing a shimmering image of the location beyond the destination door. You can move through the door, emerging instantly out of the destination door. You can also allow one other willing creature to pass through the portal instead. Anything you carry moves through the door with you, including other creatures, willing or unwilling.\n For the purpose of this spell, any locks, bars, or magical effects such as arcane lock are ineffectual for the spell's duration. You can travel only to a side of the door you can see or have physically visited in the past (divinations such as clairvoyance count as seeing). Once you or a willing creature passes through, both doors shut, ending the spell. If you or another creature does not move through the portal within 1 round, the spell ends.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the range increases by 100 feet and the duration increases by 1 round for each slot level above 3rd. Each round added to the duration allows one additional creature to move through the portal before the spell ends.", "target_type": "creature", "range": "300 feet", @@ -1897,7 +1897,7 @@ "desc": "You create a magical portal on a surface in an unoccupied space you can see within range. The portal occupies up to 5 square feet of the surface and is instantly covered with an illusion. The illusion looks like the surrounding terrain or surface features, such as mortared stone if the portal is placed on a stone wall, or a simple image of your choice like those created by the *minor illusion* spell. A creature that touches, steps on, or otherwise interacts with or enters the portal must succeed on a Wisdom saving throw or be teleported to an unoccupied space up to 30 feet away in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature can't be teleported into a solid object.\n Physical interaction with the illusion reveals it to be an illusion, but such touching triggers the portal's effect. A creature that uses an action to examine the area where the portal is located can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC.", "document": "toh", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can create one additional portal for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -1928,7 +1928,7 @@ "desc": "You mutter a word of power that causes a creature you can see within range to be flung vertically or horizontally. The creature must succeed on a Strength saving throw or be thrown up to 15 feet vertically or horizontally. If the target impacts a surface, such as a ceiling or wall, it stops moving and takes 3d6 bludgeoning damage. If the target was thrown vertically, it plummets to the ground, taking falling damage as normal, unless it has a flying speed or other method of preventing a fall. If the target impacts a creature, the target stops moving and takes 3d6 bludgeoning damage, and the creature the target hits must succeed on a Strength saving throw or be knocked prone. After the target is thrown horizontally or it falls from being thrown vertically, regardless of whether it impacted a surface, it is knocked prone.\n As a bonus action on each of your subsequent turns, you can attempt to fling the same creature again. The target must succeed on another Strength saving throw or be thrown.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the distance you can fling the target increases by 5 feet, and the damage from impacting a surface or creature increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "30 feet", @@ -1994,7 +1994,7 @@ "desc": "As the bell rings, a burst of necrotic energy ripples out in a 20-foot-radius sphere from a point you can see within range. Each creature in that area must make a Wisdom saving throw. On a failed save, the creature is marked with necrotic energy for the duration. If a marked creature is reduced to 0 hit points or dies before the spell ends, you regain hit points equal to 2d8 + your spellcasting ability modifier. Alternatively, you can choose for one ally you can see within range to regain the hit points instead.", "document": "toh", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the healing increases by 1d8 for each slot level above 4th.", "target_type": "point", "range": "60 feet", @@ -2089,7 +2089,7 @@ "desc": "You wrap yourself in shimmering ethereal armor. The next time a creature hits you with a melee attack, it takes force damage equal to half the damage it dealt to you, and it must make a Strength saving throw. On a failed save, the creature is pushed up to 5 feet away from you. Then the spell ends.", "document": "toh", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2120,7 +2120,7 @@ "desc": "You temporarily halt the fall of up to a 10-foot cube of nonmagical objects or debris, saving those who might have been crushed. The falling material's rate of descent slows to 60 feet per round and comes to a stop 5 feet above the ground, where it hovers until the spell ends. This spell can't prevent missile weapons from striking a target, and it can't slow the descent of an object larger than a 10-foot cube. However, at the GM's discretion, it can slow the descent of a section of a larger object, such as the wall of a falling building or a section of sail and rigging tied to a falling mast.", "document": "toh", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the cube of debris and objects you can halt increases by 5 feet for each slot level above 1st.", "target_type": "object", "range": "120 feet", @@ -2151,7 +2151,7 @@ "desc": "Sometimes one must fall so others might rise. When a friendly creature you can see within range drops to 0 hit points, you can harness its escaping life energy to heal yourself. You regain hit points equal to the fallen creature's level (or CR for a creature without a level) + your spellcasting ability modifier.", "document": "toh", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2182,7 +2182,7 @@ "desc": "You heal another creature's wounds by taking them upon yourself or transferring them to another willing creature in range. Roll 4d8. The number rolled is the amount of damage healed by the target and the damage you take, as its wounds close and similar damage appears on your body (or the body of the other willing target of the spell).", "document": "toh", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2213,7 +2213,7 @@ "desc": "You cast this spell when an ally below half its hit point maximum within range is attacked. You swap places with your ally, each of you instantly teleporting into the space the other just occupied. If there isn't room for you in the new space or for your ally in your former space, this spell fails. After the two of you teleport, the triggering attack roll is compared to your AC to determine if it hits you.", "document": "toh", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2275,7 +2275,7 @@ "desc": "You yell defiantly as part of casting this spell to encourage a battle fury among your allies. Each friendly creature in range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, it has resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls for the duration. However, attack rolls made against an affected creature have advantage.", "document": "toh", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, this spell no longer causes creatures to have advantage against the spell's targets.", "target_type": "creature", "range": "30 feet", @@ -2306,7 +2306,7 @@ "desc": "You draw back and release an imaginary bowstring while aiming at a point you can see within range. Bolts of arrow-shaped lightning shoot from the imaginary bow, and each creature within 20 feet of that point must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and is incapacitated until the end of its next turn. On a successful save, a creature takes half as much damage.", "document": "toh", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "point", "range": "60 feet", @@ -2339,7 +2339,7 @@ "desc": "A wave of echoing sound emanates from you. Until the start of your next turn, you have blindsight out to a range of 100 feet, and you know the location of any natural hazards within that area. You have advantage on saving throws made against hazards detected with this spell.", "document": "toh", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to 1 minute. When you use a spell slot of 5th level or higher, the duration is concentration, up to 10 minutes. When you use a spell slot of 7th level or higher, the duration is concentration, up to 1 hour.", "target_type": "area", "range": "Self", @@ -2370,7 +2370,7 @@ "desc": "You unleash a shout that coats all creatures in a 30'foot cone in silver dust. If a creature in that area is a shapeshifter, the dust covering it glows. In addition, each creature in the area must make a Constitution saving throw. On a failed save, weapon attacks against that creature are considered to be silvered for the purposes of overcoming resistance and immunity to nonmagical attacks that aren't silvered for 1 minute.", "document": "toh", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2465,7 +2465,7 @@ "desc": "With a word, you create a barricade of pointed, wooden poles, also known as a cheval de frise, to block your enemies' progress. The barricade is composed of six 5-foot cube barriers made of wooden spikes mounted on central, horizontal beams.\n Each barrier doesn't need to be contiguous with another barrier, but each barrier must appear in an unoccupied space within range. Each barrier is difficult terrain, and a barrier provides half cover to a creature behind it. When a creature enters a barrier's area for the first time on a turn or starts its turn there, the creature must succeed on a Strength saving throw or take 3d6 piercing damage.\n The barriers are objects made of wood that can be damaged and destroyed. Each barrier has AC 13, 20 hit points, and is vulnerable to bludgeoning and fire damage. Reducing a barrier to 0 hit points destroys it.\n If you maintain your concentration on this spell for its whole duration, the barriers become permanent and can't be dispelled. Otherwise, the barriers disappear when the spell ends.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the number of barriers you create increases by two for each slot level above 3rd.", "target_type": "creature", "range": "90 feet", @@ -2496,7 +2496,7 @@ "desc": "You prick your finger and anoint your forehead with your own blood, taking 1 piercing damage and warding yourself against hostile attacks. The first time a creature hits you with an attack during this spell's duration, it takes 3d6 psychic damage. Then the spell ends.", "document": "toh", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "Self", @@ -2562,7 +2562,7 @@ "desc": "A rocky coating covers your body, protecting you. Until the start of your next turn, you gain 5 temporary hit points and a +2 bonus to Armor Class, including against the triggering attack.\n At the start of each of your subsequent turns, you can use a bonus action to extend the duration of the AC bonus until the start of your following turn, for up to 1 minute.", "document": "toh", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Self", @@ -2593,7 +2593,7 @@ "desc": "You create a stony duplicate of yourself, which rises out of the ground and appears next to you. The duplicate looks like a stone carving of you, including the clothing you're wearing and equipment you're carrying at the time of the casting. It uses the statistics of an earth elemental.\n For the duration, you have a telepathic link with the duplicate. You can use this telepathic link to issue commands to the duplicate while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Run over there” or “Fetch that object.” If the duplicate completes the order and doesn't receive further direction from you, it takes the Dodge or Hide action (your choice) on its turn. The duplicate can't attack, but it can speak in a gravelly version of your voice and mimic your mannerisms with exact detail.\n As a bonus action, you can see through the duplicate's eyes and hear what it hears as if you were in the duplicate's space, gaining the benefits of the earth elemental's darkvision and tremorsense until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. As an action while sharing the duplicate's senses, you can make the duplicate explode in a shower of jagged chunks of rock, destroying the duplicate and ending the spell. Each creature within 10 feet of the duplicate must make a Dexterity saving throw. A creature takes 4d10 slashing damage on a failed save, or half as much damage on a successful one.\n The duplicate explodes at the end of the duration, if you didn't cause it to explode before then. If the duplicate is killed before it explodes, you suffer one level of exhaustion.", "document": "toh", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the explosion damage increases by 1d10 for each slot level above 4th. In addition, when you cast this spell using a spell slot of 6th level or higher, the duration is 1 hour. When you cast this spell using a spell slot of 8th level or higher, the duration is 8 hours. Using a spell slot of 6th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", "range": "Self", @@ -2626,7 +2626,7 @@ "desc": "With a growl, you call forth dozens of bears to overrun all creatures in a 20-foot cube within range. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d6 bludgeoning damage and is knocked prone. On a successful save, a creature takes half the damage and isn't knocked prone. The bears disappear after making their charge.", "document": "toh", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2659,7 +2659,7 @@ "desc": "You conjure up a multitude of fey spirits that manifest as galloping horses. These horses run in a 10-foot'wide, 60-foot-long line, in a given direction starting from a point within range, trampling all creatures in their path, before vanishing again. Each creature in the line takes 6d10 bludgeoning damage and is knocked prone. A successful Dexterity saving throw reduces the damage by half, and the creature is not knocked prone.", "document": "toh", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2692,7 +2692,7 @@ "desc": "You coax a toadstool ring to sprout from the ground. A creature of your choice can sit in the center of the ring and meditate for the duration, catching glimpses of the past, present, and future. The creature can ask up to three questions: one about the past, one about the present, and one about the future. The GM offers truthful answers in the form of dreamlike visions that may be subject to interpretation. When the spell ends, the toadstools turn black and dissolve back into the earth.\n If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that the meditating creature gets a random vision unrelated to the question. The GM makes this roll in secret.", "document": "toh", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -2723,7 +2723,7 @@ "desc": "You hinder the natural attacks of a creature you can see within range. The creature must make a Wisdom saving throw. On a failed save, any time the creature attacks with a bite, claw, slam, or other weapon that isn't manufactured, it must roll the weapon's damage dice twice and use the lower total. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. This spell has no effect on constructs.", "document": "toh", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -2754,7 +2754,7 @@ "desc": "You veil a willing creature you can see within range in an illusion others perceive as their worst nightmares given flesh. When the affected creature moves at least 10 feet straight toward a creature and attacks it, that creature must succeed on a Wisdom saving throw or become frightened for 1 minute. If the affected creature’s attack hits the frightened target, the affected creature can roll the attack’s damage dice twice and use the higher total.\n At the end of each of its turns, a creature frightened by this spell can make another Wisdom saving throw. On a success, the creature is no longer frightened and can’t be frightened by this spell again for 24 hours.", "document": "toh", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "30 feet", @@ -2785,7 +2785,7 @@ "desc": "You cause a thick carpet of vines to grow from a point on the ground within range. The vines cover objects and prone creatures within 20 feet of that point. While covered in this way, objects and creatures have total cover as long as they remain motionless. A creature that moves while beneath the carpet has only three-quarters cover from attacks on the other side of the carpet. A covered creature that stands up from prone stands atop the carpet and is no longer covered. The carpet of vines is plush enough that a Large or smaller creature can walk across it without harming or detecting those covered by it.\n When the spell ends, the vines wither away into nothingness, revealing any objects and creatures that were still covered.", "document": "toh", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -2816,7 +2816,7 @@ "desc": "You blow a blast on your war horn, sending a ripple of fear through your enemies and bolstering your allies. Choose up to three hostile creatures in range and up to three friendly creatures in range. Each hostile target must succeed on a Wisdom saving throw or become frightened for the duration. At the end of each of its turns, a frightened creature can make another Wisdom saving throw. On a success, the spell ends on that creature.\n Each friendly target gains a number of temporary hit points equal to 2d4 + your spellcasting ability modifier and has advantage on the next attack roll it makes before the spell ends. The temporary hit points last for 1 hour.", "document": "toh", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2847,7 +2847,7 @@ "desc": "While casting this spell, you must chant and drum, calling forth the spirit of the hunt. Up to nine other creatures can join you in the chant.\n For the duration, each creature that participated in the chant is filled with the fervent bloodlust of the wild hunt and gains several benefits. The creature is immune to being charmed and frightened, it deals one extra die of damage on the first weapon or spell attack it makes on each of its turns, it has advantage on Strength or Dexterity saving throws (the creature's choice), and its Armor Class increases by 1.\n When this spell ends, a creature affected by it suffers one level of exhaustion.", "document": "toh", "level": 7, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", diff --git a/data/v2/kobold-press/warlock/Spell.json b/data/v2/kobold-press/warlock/Spell.json index 8c3585d1..5080cf80 100644 --- a/data/v2/kobold-press/warlock/Spell.json +++ b/data/v2/kobold-press/warlock/Spell.json @@ -7,7 +7,7 @@ "desc": "You or the creature taking the Attack action can immediately make an unarmed strike. In addition to dealing damage with the unarmed strike, the target can grapple the creature it hit with the unarmed strike.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -38,7 +38,7 @@ "desc": "The evil eye takes many forms. Any incident of bad luck can be blamed on it, especially if a character recently displayed arrogance or selfishness. When avert evil eye is cast, the recipient has a small degree of protection against the evil eye for up to 1 hour. While the spell lasts, the target of the spell has advantage on saving throws against being blinded, charmed, cursed, and frightened. During the spell's duration, the target can also cancel disadvantage on one d20 roll the target is about to make, but doing so ends the spell's effect.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -69,7 +69,7 @@ "desc": "You capture some of the fading life essence of the triggering creature, drawing on the energy of the tenuous moment between life and death. You can then use this essence to immediately harm or help a different creature you can see within range. If you choose to harm, the target must make a Wisdom saving throw. The target takes psychic damage equal to 6d8 + your spellcasting ability modifier on a failed save, or half as much damage on a successful one. If you choose to help, the target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell can't be triggered by the death of a construct or an undead creature, and it can't restore hit points to constructs or undead.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -100,7 +100,7 @@ "desc": "You bless up all allied creatures of your choice within range. Whenever a target lands a successful hit before the spell ends, the target can add 1 to the damage roll. When cast by multiple casters chanting in unison, the same increases to 2 points added to the damage roll.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can extend the range by 10 feet for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -164,7 +164,7 @@ "desc": "You affect a group of the same plants or animals within range, giving them a harmless and attractive appearance. If a creature studies one of the enchanted plants or animals, it must make a Wisdom saving throw. If it fails the saving throw, it is charmed by the plant or animal until the spell ends or until another creature other than one of its allies does anything harmful to it. While the creature is charmed and stays within sight of the enchanted plants or animals, it has disadvantage on Wisdom (Perception) checks as well as checks to notice signs of danger. If the charmed creature attempts to move out of sight of the spell's subject, it must make a second Wisdom saving throw. If it fails the saving throw, it refuses to move out of sight of the spell's subject. It can repeat this save once per minute. If it succeeds, it can move away, but it remains charmed.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional group of plants or animals for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -195,7 +195,7 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 1-10, you take the form of a humanoid made of pure, searing light. On a roll of 11-20, you take the form of a humanoid made of bone-chilling darkness. In both forms, you have immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks, and a creature that attacks you has disadvantage on the attack roll. You gain additional benefits while in each form: Light Form. You shed bright light in a 60-foot radius and dim light for an additional 60 feet, you are immune to fire damage, and you have resistance to radiant damage. Once per turn, as a bonus action, you can teleport to a space you can see within the light you shed. Darkness Form. You are immune to cold damage, and you have resistance to necrotic damage. Once per turn, as a bonus action, you can target up to three Large or smaller creatures within 30 feet of you. Each target must succeed on a Strength saving throw or be pulled or pushed (your choice) up to 20 feet straight toward or away from you.", "document": "warlock", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -226,7 +226,7 @@ "desc": "Creates a command tent 30 feet by 30 feet with a peak height of 20 feet. It is filled with items a military commander might require of a headquarters tent on a campaign, such as maps of the area, a spyglass, a sandglass, materials for correspondence, references for coding and decoding messages, books on history and strategy relevant to the area, banners, spare uniforms, and badges of rank. Such minor mundane items dissipate once the spell's effect ends. Recasting the spell on subsequent days maintains the existing tent for another 24 hours.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "Touch", @@ -290,7 +290,7 @@ "desc": "You conjure a door to the destination of your choice that lasts for the duration or until dispelled. You sketch the outline of the door with chalk on any hard surface (a wall, a cliffside, the deck of a ship, etc.) and scribe sigils of power around its outline. The doorway must be at least 1 foot wide by 2 feet tall and can be no larger than 5 feet wide by 10 feet tall. Once the door is drawn, place the knob appropriately; it attaches magically to the surface and your drawing becomes a real door to the spell's destination. The doorway remains functional for the spell's duration. During that time, anyone can open or close the door and pass through it in either direction.\n The destination can be on any plane of existence. It must be familiar to you, and your level of familiarity with it determines the accuracy of the spell (determined by the GM). If it's a place you've visited, you can expect 100 percent accuracy. If it's been described to you by someone who was there, you might arrive in the wrong room or even the wrong structure, depending on how detailed their description was. If you've only heard about the destination third-hand, you may end up in a similar structure that's in a very different locale.\n *Door of the far traveler* doesn't create a doorway at the destination. It connects to an existing, working door. It can't, for example, take you to an open field or a forest with no structures (unless someone built a doorframe with a door in that spot for this specific purpose!). While the spell is in effect, the pre-existing doorway connects only to the area you occupied while casting the spell. If you connected to an existing doorway between a home's parlor and library, for example, and your door leads into the library, then people can still walk through that doorway from the parlor into the library normally. Anyone trying to go the other direction, however, arrives wherever you came from instead of in the parlor.\n Before casting the spell, you must spend one hour etching magical symbols onto the doorknob that will serve as the spell's material component to attune it to your desired destination. Once prepared, the knob remains attuned to that destination until it's used or you spend another hour attuning it to a different location.\n *The door of the far traveler* is dispelled if you remove the knob from the door. You can do this as a bonus action from either side of the door, provided it's shut. If the spell's duration expires naturally, the knob falls to the ground on whichever side of the door you're on. Once the spell ends, the knob loses its attunement to any location and another hour must be spent attuning it before it can be used again.", "document": "warlock", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "If you cast this spell using a 9thlevel slot, the duration increases to 12 hours.", "target_type": "area", "range": "10 feet", @@ -321,7 +321,7 @@ "desc": "You gain a portentous voice of compelling power, commanding all undead within 60 feet that fail a Wisdom saving throw. This overrides any prior loyalty to spellcasters such as necromancers or evil priests, and it can nullify the effect of a Turn Undead result from a cleric.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -352,7 +352,7 @@ "desc": "You create a staircase out of the nothingness of the air. A shimmering staircase 10 feet wide appears and remains for the duration. The staircase ascends at a 45-degree angle to a point as much as 60 feet above the ground. The staircase consists only of steps with no apparent support, unless you choose to have it resemble a stone or wooden structure. Even then, its magical nature is obvious, as it has no color and is translucent, and only the steps have solidity; the rest of it is no more solid than air. The staircase can support up to 10 tons of weight. It can be straight, spiral, or switchback. Its bottom must connect to solid ground, but its top need not connect to anything.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the staircase extends an additional 20 feet for each slot level above 5th.", "target_type": "point", "range": "30 feet", @@ -383,7 +383,7 @@ "desc": "When you cast this spell, you open a conduit to the Castle Library, granting access to difficult-to-obtain information. For the spell's duration, you double your proficiency bonus whenever you make an Intelligence check to recall information about any subject. Additionally, you can gain advantage on an Intelligence check to recall information. To do so, you must either sacrifice another lore-filled book or succeed on a Charisma saving throw. On a failed save, the spell ends, and you have disadvantage on all Intelligence checks to recall information for 1 week. A wish spell ends this effect.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -414,7 +414,7 @@ "desc": "Eleven illusory duplicates of the touched creature appear in its space. A creature affected by hedgehog dozen seems to have a dozen arms, shields, and weapons-a swarm of partially overlapping, identical creatures. Until the spell ends, these duplicates move with the target and mimic its actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. While surrounded by duplicates, a creature gains advantage against any opponent because of the bewildering number of weapons and movements. Each time a creature targets you with an attack during the spell's duration, roll a d8 to determine whether the attack instead targets one of your duplicates. On a roll of 1, it strikes you. On any other roll it removes one of your duplicates; when you have only five duplicates remaining, the spell ends. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false as with truesight.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -445,7 +445,7 @@ "desc": "You alter the mental state of one creature you can see within range. The target must make an Intelligence saving throw. If it fails, choose one of the following effects. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the spell ends on the target. A creature with an Intelligence score of 4 or less isn't affected by this spell.\n ***Sleep Paralysis.*** Overwhelming heaviness and fatigue overcome the creature, slowing it. The creature's speed is halved, and it has disadvantage on weapon attacks.\n ***Phantasmata.*** The creature imagines vivid and terrifying hallucinations centered on a point of your choice within range. For the duration, the creature is frightened, and it must take the Dash action and move away from the point you chose by the safest available route on each of its turns, unless there is nowhere to move.\n ***False Awakening.*** The creature enters a trancelike state of consciousness in which it's not fully aware of its surroundings. It can't take reactions, and it must roll a d4 at the beginning of its turn to determine its behavior. Each time the target takes damage, it makes a new Intelligence saving throw. On a success, the spell ends on the target.\n\n| d4 | Behavior | \n|-----|-----------| \n| 1 | The creature takes the Dash action and uses all of its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. | \n| 2 | The creature uses its action to pantomime preparing for its day: brushing teeth and hair, bathing, eating, or similar activity. | \n| 3 | The creature moves up to its speed toward a randomly determined creature and uses its action to make one melee attack against that creature. If there is no creature within range, the creature does nothing this turn. | \n| 4 | The creature does nothing this turn. |", "document": "warlock", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "90 feet", @@ -476,7 +476,7 @@ "desc": "Strange things happen in the mind and body in that moment between waking and sleeping. One of the most common is being startled awake by a sudden feeling of falling. With a snap of your fingers, you trigger that sensation in a creature you can see within range. The target must succeed on a Wisdom saving throw or take 1d6 force damage. If the target fails the saving throw by 5 or more, it drops one object it is holding. A dropped object lands in the creature's space.", "document": "warlock", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -507,7 +507,7 @@ "desc": "By means of this spell, you make a target building seem much less important or ostentatious than it is. You can give the target an unremarkable appearance or one that blends in with nearby buildings. By its nature, this spell does not allow you to specify features that would make the building stand out. You also cannot make a building look more opulent to match surrounding buildings. You can make the building appear smaller or larger that its actual size to better fit into its environs. However, these size changes are noticeable with cursory physical inspection as an object will pass through extra illusory space or bump into a seemingly smaller section of the building. A creature can use its action to inspect the building and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware the building has been disguised. In addition to you dispelling inconspicuous facade, the spell ends if the target building is destroyed.", "document": "warlock", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "100 feet", @@ -538,7 +538,7 @@ "desc": "This spell animates the recently dead to remove them from a battlefield. Choose one corpse of a Medium or Small humanoid per level of the caster (within range). Your spell imbues the targets with an animating spirit, raising them as construct creatures similar in appearance to flesh golems, though with the strength and abilities of zombies. Dwarves use this to return the bodies of the fallen to clan tombs and to deny the corpses the foul attention of ghouls, necromancers, and similar foes. On each of your turns, you can use a bonus action to mentally command all the creatures you made with this spell if the creatures are within 60 feet of you. You decide what action the creatures will take and where they will move during the next day; you cannot command them to guard. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order and direction of march, the creatures continue to follow it until they arrive at the destination you named or until 24 hours have elapsed when the spell ends and the corpses fall lifeless once more. To tell creatures to move for another 24 hours, you must cast this spell on the creatures again before the current 24-hour period ends. This use of the spell reasserts your control over up to 50 creatures you have animated with this spell rather than animating a new one.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional construct creatures for each slot level above 3rd (two creatures/level at 4th, three creatures/level at 5th). Each of the creatures must come from a different corpse.", "target_type": "creature", "range": "50 feet", @@ -600,7 +600,7 @@ "desc": "You transform a mirror into a magical doorway to an extradimensional realm. You and any creatures you designate when you cast the spell can move through the doorway into the realm beyond. For the spell's duration, the mirror remains anchored in the plane of origin, where it can't be broken or otherwise damaged by any mundane means. No creatures other than those you designate can pass through the mirror or see into the mirror realm.\n The realm within the mirror is an exact reflection of the location you left. The temperature is comfortable, and any environmental threats (lava, poisonous gas, or similar) are inert, harmless facsimiles of the real thing. Likewise, magic items reflected in the mirror realm have no magical properties, but those carried into it work normally. Food, drink, and other beneficial items within the mirror realm (reflections of originals in the real world) function as normal, real items; food can be eaten, wine can be drunk, and so on. Only items that were reflected in the mirror at the moment the spell was cast exist inside the mirror realm. Items placed in front of the mirror afterward don't appear in the mirror realm, and creatures never do unless they are allowed in by you. Items found in the mirror realm dissolve into nothingness when they leave it, but the effects of food and drink remain.\n Sound passes through the mirror in both directions. Creatures in the mirror realm can see what's happening in the world, but creatures in the world see only what the mirror reflects. Objects can cross the mirror boundary only while worn or carried by a creature, and spells can't cross it at all. You can't stand in the mirror realm and shoot arrows or cast spells at targets in the world or vice versa.\n The boundaries of the mirror realm are the same as the room or location in the plane of origin, but the mirror realm can't exceed 50,000 square feet (for simplicity, imagine 50 cubes, each cube being 10 feet on a side). If the original space is larger than this, such as an open field or a forest, the boundary is demarcated with an impenetrable, gray fog.\n Any creature still inside the mirror realm when the spell ends is expelled through the mirror into the nearest empty space.\n If this spell is cast in the same spot every day for a year, it becomes permanent. Once permanent, the mirror can't be moved or destroyed through mundane means. You can allow new creatures into the mirror realm (and disallow previous creatures) by recasting the spell within range of the permanent mirror. Casting the spell elsewhere doesn't affect the creation or the existence of a permanent mirror realm; a determined spellcaster could have multiple permanent mirror realms to use as storage spaces, hiding spots, and spy vantages.", "document": "warlock", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "90 feet", @@ -631,7 +631,7 @@ "desc": "While you are in dim light, you cause an object in range to become unobtrusively obscured from the sight of other creatures. For the duration, you have advantage on Dexterity (Sleight of Hand) checks to hide the object. The object can't be larger than a shortsword, and it must be on your person, held in your hand, or otherwise unattended.", "document": "warlock", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "You can affect two objects when you reach 5th level, three objects at 11th level, and four objects at 17th level.", "target_type": "object", "range": "10 feet", @@ -662,7 +662,7 @@ "desc": "You touch a weapon or a bundle of 30 ammunition, imbuing them with spell energy. Any creature damaged by a touched, affected weapon leaves an invisibly glowing trail of their path until the spell expires. The caster may see this trail by casting revenge's eye or see invisible. Any other caster may see the trail by casting see invisible. Casting dispel magic on an affected creature causes that creature to stop generating a trail, and the trail fades over the next hour.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast the spell using a slot of 4th level or higher, you can target one additional weapon or bundle of ammunition for each slot level above fourth.", "target_type": "creature", "range": "Touch", @@ -693,7 +693,7 @@ "desc": "By sketching a shimmering, ethereal doorway in the air and knocking three times, you call forth an otherworldly entity to provide insight or advice. The door swings open and the entity, wreathed in shadow or otherwise obscured, appears at the threshold. It answers up to five questions truthfully and to the best of its ability, but its answers aren't necessarily clear or direct. The entity can't pass through the doorway or interact with anything on your side of the doorway other than by speaking its responses.\n Likewise, creatures on your side of the doorway can't pass through it to the other side or interact with the other side in any way other than asking questions. In addition, the spell allows you and the creature to understand each other's words even if you have no language in common, the same as if you were both under the effects of the comprehend languages spell.\n When you cast this spell, you must request a specific, named entity, a specific type of creature, or a creature from a specific plane of existence. The target creature can't be native to the plane you are on when you cast the spell. After making this request, make an ability check using your spellcasting ability. The DC is 12 if you request a creature from a specific plane; 16 if you request a specific type of creature; or 20 if you request a specific entity. (The GM can choose to make this check for you secretly.) If the spellcasting check fails, the creature that responds to your summons is any entity of the GM's choosing, from any plane. No matter what, the creature is always of a type with an Intelligence of at least 8 and the ability to speak and to hear.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -724,7 +724,7 @@ "desc": "You cause a small bit of bad luck to befall a creature, making it look humorously foolish. You create one of the following effects within range: A small, oily puddle appears under the feet of your target, causing it to lose balance. The target must succeed on a Dexterity saving throw or be unable use a bonus action on its next turn as it regains its footing. Tiny particles blow in your target's face, causing it to sneeze. The target must succeed on a Constitution saving throw or have disadvantage on its first attack roll on its next turn. Strobing lights flash briefly before your target's eyes, causing difficulties with its vision. The target must succeed on a Constitution saving throw or its passive Perception is halved until the end of its next turn. The target feels the sensation of a quick, mild clap against its ears, briefly disorienting it. The target must succeed on a Constitution saving throw to maintain its concentration. An invisible force sharply tugs on the target's trousers, causing the clothing to slip down. The target must make a Dexterity saving throw. On a failed save, the target has disadvantage on its next attack roll with a two-handed weapon or loses its shield bonus to its Armor Class until the end of its next turn as it uses one hand to gather its slipping clothing. Only one of these effects can be used on a single creature at a time.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -755,7 +755,7 @@ "desc": "You create a 20-foot-diameter circle of loosely-packed toadstools that spew sickly white spores and ooze a tarry substance. At the start of each of your turns, each creature within the circle must make a Constitution saving throw. A creature takes 4d8 necrotic damage on a failed save, or half as much damage on a successful one. If a creature attempts to pass through the ring of toadstools, the toadstools release a cloud of spores, and the creature must make a Constitution saving throw. On a failure, the creature takes 8d8 poison damage and is poisoned for 1 minute. On a success, the creature takes half as much damage and isn't poisoned. While a creature is poisoned, it is paralyzed. It can attempt a new Constitution saving throw at the end of each of its turns to remove the paralyzed condition (but not the poisoned condition).", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -788,7 +788,7 @@ "desc": "You touch an undead creature (dust and bones suffice) destroyed not more than 10 hours ago; the creature is surrounded by purple fire for 1 round and is returned to life with full hit points. This spell has no effect on any creatures except undead, and it cannot restore a lich whose phylactery has been destroyed, a vampire destroyed by sunlight, any undead whose remains are destroyed by fire, acid, or holy water, or any remains affected by a gentle repose spell. This spell doesn't remove magical effects. If they aren't removed prior to casting, they return when the undead creature comes back to life. This spell closes all mortal wounds but doesn't restore missing body parts. If the creature doesn't have body parts or organs necessary for survival, the spell fails. Sudden reassembly is an ordeal involving enormous expenditure of necrotic energy; ley line casters within 5 miles are aware that some great shift in life forces has occurred and a sense of its direction. The target takes a -4 penalty to all attacks, saves, and ability checks. Every time it finishes a long rest, the penalty is reduced by 1 until it disappears.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -819,7 +819,7 @@ "desc": "With a gesture and a muttered word, you cause an inky black, circular portal to open on the ground beneath one or more creatures. You can create one 15-foot-diameter portal, two 10-foot-diameter portals, or six 5-foot-diameter portals. A creature that's standing where you create a portal must make a Dexterity saving throw. On a failed save, the creature falls through the portal, disappears into a demiplane where it is stunned as it falls endlessly, and the portal closes.\n At the start of your next turn, the creatures that failed their saving throws fall through matching portals directly above their previous locations. A falling creature lands prone in the space it once occupied or the nearest unoccupied space and takes falling damage as if it fell 60 feet, regardless of the distance between the exit portal and the ground. Flying and levitating creatures can't be affected by this spell.", "document": "warlock", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -850,7 +850,7 @@ "desc": "You target a creature within range, and that creature must succeed on a Fortitude saving throw or become less resistant to lightning damage. A creature with immunity to lightning damage has advantage on this saving throw. On a failure, a creature with immunity to lightning damage instead has resistance to lightning damage for the spell's duration, and a creature with resistance to lightning damage loses its resistance for the duration. A creature without resistance to lightning damage that fails its saving throw takes double damage from lightning for the spell's duration. Remove curse or similar magic ends this spell.", "document": "warlock", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, the duration is 24 hours. If you use a spell slot of 8th level or higher, a creature with immunity to lightning damage no longer has advantage on its saving throw. If you use a spell slot of 9th level or higher, the spell lasts until it is dispelled.", "target_type": "creature", "range": "30 feet", @@ -881,7 +881,7 @@ "desc": "You touch a creature's visual organs and grant them the ability to see the trail left by creatures damaged by a weapon you cast invisible creatures; it only reveals trails left by those affected by order of revenge also cast by the spellcaster.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target +1 creature for each slot level above second.", "target_type": "creature", "range": "Touch", @@ -978,7 +978,7 @@ "desc": "Your flesh and clothing pale and become faded as your body takes on a tiny fragment of the Shadow Realm. For the duration of this spell, you are immune to shadow corruption and have resistance to necrotic damage. In addition, you have advantage on saving throws against effects that reduce your Strength score or hit point maximum, such as a shadow's Strength Drain or the harm spell.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "Self", @@ -1009,7 +1009,7 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to an imprecise location on the plane of Evermaw. The portal is a circular opening, which you can make 5-20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. If your casting is at 5th level, this opens a pathway to the River of Tears, to the Vitreous Mire, or to the Plains of Bone-travel to a settlement can take up to 7 days (1d6+1). If cast at 7th level, the skull road spell opens a portal to a small settlement of gnolls, ghouls, or shadows on the plane near the Eternal Palace of Mot or a similar settlement. Undead casters can use this spell in the reverse direction, opening a portal from Evermaw to the mortal world, though with similar restrictions. At 5th level, the portal opens in a dark forest, cavern, or ruins far from habitation. At 7th level, the skull road leads directly to a tomb, cemetery, or mass grave near a humanoid settlement of some kind.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1040,7 +1040,7 @@ "desc": "Deep Magic: battle You conjure up dozens of axes and direct them in a pattern in chopping, whirling mayhem. The blades fill eight 5-foot squares in a line 40 feet long or in a double-strength line 20 feet long and 10 deep. The axes cause 6d8 slashing damage to creatures in the area at the moment the spell is cast or half damage with a successful Dexterity saving throw. By maintaining concentration, you can move the swarm of axes up to 20 feet per round in any direction you wish. If the storm of axes moves into spaces containing creatures, they immediately must make another Dexterity saving throw or suffer damage again.", "document": "warlock", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "25 feet", @@ -1071,7 +1071,7 @@ "desc": "You ward a creature within range against attacks by making the choice to hit them painful. When the warded creature is hit with a melee attack from within 5 feet of it, the attacker takes 1d4 psychic damage.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1104,7 +1104,7 @@ "desc": "Deep Magic: clockwork Once per day, you can cast this ritual to summon a Tiny clockwork beast doesn't require air, food, drink, or sleep. When its hit points are reduced to 0, it crumbles into a heap of gears and springs.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -1135,7 +1135,7 @@ "desc": "You temporarily remove the ability to regenerate from a creature you can see within range. The target must make a Constitution saving throw. On a failed save, the target can't regain hit points from the Regeneration trait or similar spell or trait for the duration. The target can receive magical healing or regain hit points from other traits, spells, or actions, as normal. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.", "document": "warlock", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "30 feet", @@ -1166,7 +1166,7 @@ "desc": "The threshold of a doorway, the sill of a window, the junction where the floor meets the wall, the intersection of two walls—these are all points of travel for you. When you cast this spell, you can step into the junction of two surfaces, slip through the boundary of the Material Plane, and reappear in an unoccupied space with another junction you can see within 60 feet.\n You can take one willing creature of your size or smaller that you're touching with you. The target junction must have unoccupied spaces for both of you to enter when you reappear or the spell fails.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Self", @@ -1197,7 +1197,7 @@ "desc": "Upon casting this spell, one type of plant within range gains the ability to puff a cloud of pollen based on conditions you supply during casting. If the conditions are met, an affected plant sprays a pollen cloud in a 10-foot-radius sphere centered on it. Creatures in the area must succeed on a Constitution saving throw or become poisoned for 1 minute. At the end of a poisoned creature's turn, it can make a Constitution saving throw. On a success, it is no longer poisoned. A plant can only release this pollen once within the duration.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1228,7 +1228,7 @@ "desc": "You touch a creature. The creature is warded against the effects of locate creature, the caster may determine if the affected creature is within 1,000 feet but cannot determine the direction to the target of vagrant's nondescript cloak. If the creature is already affected by one of the warded spells, then both the effect and vagrant's nondescript cloak end immediately.", "document": "warlock", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of third level or higher, you can target +1 creature for each slot level above second.", "target_type": "creature", "range": "Touch", @@ -1292,7 +1292,7 @@ "desc": "You sift the surrounding air for sound wave remnants of recent conversations to discern passwords or other important information gleaned from a conversation, such as by guards on a picket line. The spell creates a cloud of words in the caster's mind, assigning relevance to them. Selecting the correct word or phrase is not foolproof, but you can make an educated guess. You make a Wisdom (Perception) check against the target person's Wisdom score (DC 10, if not specified) to successfully pick the key word or phrase.", "document": "warlock", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "60 feet", @@ -1323,7 +1323,7 @@ "desc": "A wave of putrefaction surges from you, targeting creatures of your choice within a 30-foot radius around you, speeding the rate of decay in those it touches. The target must make a Constitution saving throw. It takes 10d6 necrotic damage on a failed save or half as much on a successful save. Its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature takes a long rest.", "document": "warlock", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", diff --git a/data/v2/open5e/o5e/Spell.json b/data/v2/open5e/o5e/Spell.json index ba286484..c5d66f6c 100644 --- a/data/v2/open5e/o5e/Spell.json +++ b/data/v2/open5e/o5e/Spell.json @@ -7,7 +7,7 @@ "desc": "For the spell's Duration, your eyes turn black and veins of dark energy lace your cheeks. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the listed Effects of your choice for the Duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of Eyebite.\n\nAsleep: The target is rendered Unconscious. It wakes up if it takes any damage or if another creature uses its action to jostle the sleeper awake.\n\nPanicked: The target is Frightened of you. On each of its turns, the Frightened creature must take the Dash action and move away from you by the safest and shortest possible route, unless there is no place to move. If the target is at least 60 feet away from you and can no longer see you, this effect ends.\n\nSickened: The target has disadvantage on Attack rolls and Ability Checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.\n\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*", "document": "o5e", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -38,7 +38,7 @@ "desc": "A ray of green light appears at your fingertip, arcing towards a target within range.\n\nMake a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.\n\n*(This Open5e spell replaces a like-named non-SRD spell from an official source.*", "document": "o5e", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.", "target_type": "creature", "range": "60 feet", diff --git a/data/v2/wizards-of-the-coast/srd/Spell.json b/data/v2/wizards-of-the-coast/srd/Spell.json index 414d4267..f1f3e7c7 100644 --- a/data/v2/wizards-of-the-coast/srd/Spell.json +++ b/data/v2/wizards-of-the-coast/srd/Spell.json @@ -40,7 +40,7 @@ "desc": "You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a dexterity saving throw or take 1d6 acid damage.", "document": "srd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).", "target_type": "creature", "range": "60 feet", @@ -71,7 +71,7 @@ "desc": "Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -102,7 +102,7 @@ "desc": "You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. \n\nWhen you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "30 feet", @@ -133,7 +133,7 @@ "desc": "You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.\n\n**Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.\n\n**Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.\n\n**Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -164,7 +164,7 @@ "desc": "This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -195,7 +195,7 @@ "desc": "By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as \"a man or woman dressed in the uniform of the town guard\" or \"a red-haired dwarf wearing a pointed hat.\" You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals. \n\nWhen the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -226,7 +226,7 @@ "desc": "Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. \n\nThe transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells. \n\nThe target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.", "document": "srd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -257,7 +257,7 @@ "desc": "This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics). \n\nOn each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. \n\nThe creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.", "document": "srd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.", "target_type": "creature", "range": "10 feet", @@ -288,7 +288,7 @@ "desc": "Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. \nAs a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.\n### Animated Object Statistics \n| Size | HP | AC | Attack | Str | Dex |\n|--------|----|----|----------------------------|-----|-----|\n| Tiny | 20 | 18 | +8 to hit, 1d4 + 4 damage | 4 | 18 |\n| Small | 25 | 16 | +6 to hit, 1d8 + 2 damage | 6 | 14 |\n| Medium | 40 | 13 | +5 to hit, 2d6 + 1 damage | 10 | 12 |\n| Large | 50 | 10 | +6 to hit, 2d10 + 2 damage | 14 | 10 |\n| Huge | 80 | 10 | +8 to hit, 2d12 + 4 damage | 18 | 6 | \n\nAn animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.", "target_type": "object", "range": "120 feet", @@ -319,7 +319,7 @@ "desc": "A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.", "document": "srd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -350,7 +350,7 @@ "desc": "A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can't be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can't protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration.\n\n**Targeted Effects.** Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target.\n\n**Areas of Magic.** The area of another spell or magical effect, such as fireball, can't extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough.\n\n**Spells.** Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it.\n\n**Magic Items.** The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits.\n\n**Magical Travel.** Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere.\n\n**Creatures and Objects.** A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere.\n\n**Dispel Magic.** Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don't nullify each other.", "document": "srd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Self", @@ -381,7 +381,7 @@ "desc": "This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either attracts or repels the specified creatures for the duration. Choose antipathy or sympathy as the aura's effect.\n\n**Antipathy.** The enchantment causes creatures of the kind you designated to feel an intense urge to leave the area and avoid the target. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or become frightened. The creature remains frightened while it can see the target or is within 60 feet of it. While frightened by the target, the creature must use its movement to move to the nearest safe spot from which it can't see the target. If the creature moves more than 60 feet from the target and can't see it, the creature is no longer frightened, but the creature becomes frightened again if it regains sight of the target or moves within 60 feet of it.\n\n **Sympathy.** The enchantment causes the specified creatures to feel an intense urge to approach the target while within 60 feet of it or able to see it. When such a creature can see the target or comes within 60 feet of it, the creature must succeed on a wisdom saving throw or use its movement on each of its turns to enter the area or move within reach of the target. When the creature has done so, it can't willingly move away from the target. If the target damages or otherwise harms an affected creature, the affected creature can make a wisdom saving throw to end the effect, as described below.\n\n**Ending the Effect.** If an affected creature ends its turn while not within 60 feet of the target or able to see it, the creature makes a wisdom saving throw. On a successful save, the creature is no longer affected by the target and recognizes the feeling of repugnance or attraction as magical. In addition, a creature affected by the spell is allowed another wisdom saving throw every 24 hours while the spell persists. A creature that successfully saves against this effect is immune to it for 1 minute, after which time it can be affected again.", "document": "srd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -412,7 +412,7 @@ "desc": "You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.", "document": "srd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -476,7 +476,7 @@ "desc": "You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -540,7 +540,7 @@ "desc": "You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.\n\n**False Aura.** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.\n\n**Mask.** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -571,7 +571,7 @@ "desc": "You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut-something that can happen only when an effect specifically states that it does-your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points.", "document": "srd", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -602,7 +602,7 @@ "desc": "By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: \n- Weal, for good results \n- Woe, for bad results \n- Weal and woe, for both good and bad results \n- Nothing, for results that aren't especially good or bad The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -633,7 +633,7 @@ "desc": "After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree. The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -664,7 +664,7 @@ "desc": "Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -695,7 +695,7 @@ "desc": "You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.", "target_type": "creature", "range": "60 feet", @@ -726,7 +726,7 @@ "desc": "You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -757,7 +757,7 @@ "desc": "This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -788,7 +788,7 @@ "desc": "You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: \n- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. \n- While cursed, the target has disadvantage on attack rolls against you. \n- While cursed, the target must make a wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. \n- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.", "document": "srd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.", "target_type": "creature", "range": "Touch", @@ -819,7 +819,7 @@ "desc": "Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "area", "range": "90 feet", @@ -885,7 +885,7 @@ "desc": "You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.", "target_type": "creature", "range": "30 feet", @@ -916,7 +916,7 @@ "desc": "Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.", "document": "srd", "level": 4, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.", "target_type": "creature", "range": "30 feet", @@ -949,7 +949,7 @@ "desc": "You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a success, the spell ends.", "document": "srd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "30 feet", @@ -980,7 +980,7 @@ "desc": "Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action. While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1011,7 +1011,7 @@ "desc": "Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1106,7 +1106,7 @@ "desc": "A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.", "target_type": "point", "range": "120 feet", @@ -1139,7 +1139,7 @@ "desc": "You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -1203,7 +1203,7 @@ "desc": "You attempt to charm a humanoid you can see within range. It must make a wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "30 feet", @@ -1234,7 +1234,7 @@ "desc": "You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.", "document": "srd", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "120 feet", @@ -1267,7 +1267,7 @@ "desc": "A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.", "target_type": "point", "range": "150 feet", @@ -1300,7 +1300,7 @@ "desc": "You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.", "document": "srd", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "1 mile", @@ -1331,7 +1331,7 @@ "desc": "This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The original creature's physical remains, if they still exist, become inert and can't thereafter be restored to life, since the creature's soul is elsewhere.", "document": "srd", "level": 8, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1362,7 +1362,7 @@ "desc": "You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.", "target_type": "point", "range": "120 feet", @@ -1395,7 +1395,7 @@ "desc": "A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.", "document": "srd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -1426,7 +1426,7 @@ "desc": "You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends\n\n **Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.\n\n**Drop** The target drops whatever it is holding and then ends its turn.\n\n**Flee.** The target spends its turn moving away from you by the fastest available means.\n\n**Grovel.** The target falls prone and then ends its turn.\n\n**Halt.** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -1457,7 +1457,7 @@ "desc": "You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you might receive \"unclear\" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1488,7 +1488,7 @@ "desc": "You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: \n- terrain and bodies of water \n- prevalent plants, minerals, animals, or peoples \n- powerful celestials, fey, fiends, elementals, or undead \n- influence from other planes of existence \n- buildings For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "Self", @@ -1519,7 +1519,7 @@ "desc": "For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1550,7 +1550,7 @@ "desc": "Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.", "document": "srd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -1614,7 +1614,7 @@ "desc": "This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10 foot radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.\n\nAn affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.\n\n| d10 | Behavior |\n|---|---|\n| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. |\n| 2-6 | The creature doesn’t move or take actions this turn. |\n| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |\n| 9-10 | The creature can act and move normally. |\n\nAt the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.", "document": "srd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.", "target_type": "creature", "range": "90 feet", @@ -1645,7 +1645,7 @@ "desc": "You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: \n- One beast of challenge rating 2 or lower \n- Two beasts of challenge rating 1 or lower \n- Four beasts of challenge rating 1/2 or lower \n- Eight beasts of challenge rating 1/4 or lower \n- Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level, and four times as many with a 9th-level slot.", "target_type": "point", "range": "60 feet", @@ -1676,7 +1676,7 @@ "desc": "You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions. The DM has the celestial's statistics.", "document": "srd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.", "target_type": "point", "range": "90 feet", @@ -1707,7 +1707,7 @@ "desc": "You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends. The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.", "target_type": "area", "range": "90 feet", @@ -1738,7 +1738,7 @@ "desc": "You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions. If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.", "target_type": "creature", "range": "90 feet", @@ -1769,7 +1769,7 @@ "desc": "You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: \n- One elemental of challenge rating 2 or lower \n- Two elementals of challenge rating 1 or lower \n- Four elementals of challenge rating 1/2 or lower \n- Eight elementals of challenge rating 1/4 or lower. An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", "target_type": "point", "range": "90 feet", @@ -1800,7 +1800,7 @@ "desc": "You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: \n- One fey creature of challenge rating 2 or lower \n- Two fey creatures of challenge rating 1 or lower \n- Four fey creatures of challenge rating 1/2 or lower \n- Eight fey creatures of challenge rating 1/4 or lower A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.", "target_type": "creature", "range": "60 feet", @@ -1831,7 +1831,7 @@ "desc": "You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as \"yes,\" \"no,\" \"maybe,\" \"never,\" \"irrelevant,\" or \"unclear\" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -1862,7 +1862,7 @@ "desc": "Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends. Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.\n\n**Blinding Sickness.** Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on wisdom checks and wisdom saving throws and is blinded.\n\n**Filth Fever.** A raging fever sweeps through the creature's body. The creature has disadvantage on strength checks, strength saving throws, and attack rolls that use Strength.\n\n**Flesh Rot.** The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.\n\n**Mindfire.** The creature's mind becomes feverish. The creature has disadvantage on intelligence checks and intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.\n\n**Seizure.** The creature is overcome with shaking. The creature has disadvantage on dexterity checks, dexterity saving throws, and attack rolls that use Dexterity.\n\n**Slimy Doom.** The creature begins to bleed uncontrollably. The creature has disadvantage on constitution checks and constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.", "document": "srd", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -1955,7 +1955,7 @@ "desc": "Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.\n\n**Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts\n\n **Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.\n\n**Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.\n\n**Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "300 feet", @@ -1988,7 +1988,7 @@ "desc": "You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.", "document": "srd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2019,7 +2019,7 @@ "desc": "You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.", "target_type": "creature", "range": "60 feet", @@ -2050,7 +2050,7 @@ "desc": "You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -2081,7 +2081,7 @@ "desc": "You either create or destroy water.\n\n**Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range\n\n **Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.", "target_type": "object", "range": "30 feet", @@ -2112,7 +2112,7 @@ "desc": "You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.", "target_type": "creature", "range": "10 feet", @@ -2143,7 +2143,7 @@ "desc": "You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within 'range': soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration\n\n **Vegetable matter** 1 day **Stone or crystal** 12 hours **Precious metals** 1 hour **Gems** 10 minutes **Adamantine or mithral** 1 minute Using any material created by this spell as another spell's material component causes that spell to fail.", "document": "srd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.", "target_type": "object", "range": "30 feet", @@ -2267,7 +2267,7 @@ "desc": "You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2329,7 +2329,7 @@ "desc": "You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -2391,7 +2391,7 @@ "desc": "You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side. Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.", "document": "srd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -2422,7 +2422,7 @@ "desc": "For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2453,7 +2453,7 @@ "desc": "For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2484,7 +2484,7 @@ "desc": "For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2515,7 +2515,7 @@ "desc": "For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature-what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2546,7 +2546,7 @@ "desc": "You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as \"200 feet straight downward\" or \"upward to the northwest at a 45-degree angle, 300 feet.\" You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "500 feet", @@ -2577,7 +2577,7 @@ "desc": "You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.", "document": "srd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "Self", @@ -2608,7 +2608,7 @@ "desc": "A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.", "document": "srd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.", "target_type": "creature", "range": "60 feet", @@ -2641,7 +2641,7 @@ "desc": "Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.\n\n**Break Enchantment.** As your action, you touch a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures.\n\n**Dismissal.** As your action, make a melee spell attack against a celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.", "document": "srd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2672,7 +2672,7 @@ "desc": "Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.", "target_type": "creature", "range": "120 feet", @@ -2703,7 +2703,7 @@ "desc": "Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.", "document": "srd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -2796,7 +2796,7 @@ "desc": "You attempt to beguile a beast that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 4, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell with a 5th-­level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-­level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.", "target_type": "creature", "range": "60 feet", @@ -2827,7 +2827,7 @@ "desc": "You attempt to beguile a creature that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.", "target_type": "creature", "range": "60 feet", @@ -2858,7 +2858,7 @@ "desc": "You attempt to beguile a humanoid that you can see within range. It must succeed on a wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as \"Attack that creature,\" \"Run over there,\" or \"Fetch that object.\" If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.", "document": "srd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.", "target_type": "creature", "range": "60 feet", @@ -2889,7 +2889,7 @@ "desc": "This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don't sleep, such as elves, can't be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target's body, the target makes its saving throw with disadvantage.", "document": "srd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Special", @@ -2922,7 +2922,7 @@ "desc": "Whispering to the spirits of nature, you create one of the following effects within range: \n- You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. \n- You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. \n- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-­--foot cube. \n- You instantly light or snuff out a candle, a torch, or a small campfire.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3019,7 +3019,7 @@ "desc": "You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.\n\n**Bear's Endurance.** The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.\n\n**Bull's Strength.** The target has advantage on strength checks, and his or her carrying capacity doubles.\n\n**Cat's Grace.** The target has advantage on dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.\n\n**Eagle's Splendor.** The target has advantage on Charisma checks\n\n **Fox's Cunning.** The target has advantage on intelligence checks.\n\n**Owl's Wisdom.** The target has advantage on wisdom checks.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -3050,7 +3050,7 @@ "desc": "You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. \n\n**Enlarge.** The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category-from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. \n\n**Reduce.** The target's size is halved in all dimensions, and its weight is reduced to one-­eighth of normal. This reduction decreases its size by one category-from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3081,7 +3081,7 @@ "desc": "Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -3112,7 +3112,7 @@ "desc": "You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3143,7 +3143,7 @@ "desc": "You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes.", "document": "srd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.", "target_type": "area", "range": "Self", @@ -3174,7 +3174,7 @@ "desc": "This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3205,7 +3205,7 @@ "desc": "For the spell's duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can't target a creature again if it has succeeded on a saving throw against this casting of eyebite.\n\n**Asleep.** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.\n\n**Panicked.** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends\n\n **Sickened.** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another wisdom saving throw. If it succeeds, the effect ends.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3236,7 +3236,7 @@ "desc": "You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -3298,7 +3298,7 @@ "desc": "You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -3329,7 +3329,7 @@ "desc": "Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.", "document": "srd", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.", "target_type": "point", "range": "Self", @@ -3360,7 +3360,7 @@ "desc": "You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a wisdom saving throw. On a successful save, the spell ends for that creature.", "document": "srd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3391,7 +3391,7 @@ "desc": "Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3422,7 +3422,7 @@ "desc": "You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an intelligence saving throw. On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.", "document": "srd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "150 feet", @@ -3455,7 +3455,7 @@ "desc": "You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -3486,7 +3486,7 @@ "desc": "You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak. Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed. When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum. While your steed is within 1 mile of you, you can communicate with it telepathically. You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.", "document": "srd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3517,7 +3517,7 @@ "desc": "This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as \"a green dragon's lair\"), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.", "document": "srd", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -3548,7 +3548,7 @@ "desc": "You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -3579,7 +3579,7 @@ "desc": "You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.", "document": "srd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3808,7 +3808,7 @@ "desc": "A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.", "document": "srd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.", "target_type": "creature", "range": "60 feet", @@ -3841,7 +3841,7 @@ "desc": "You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.", "document": "srd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -3872,7 +3872,7 @@ "desc": "This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. If can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet away from the disk (typically because it can't move around an obstacle to follow you), the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -3903,7 +3903,7 @@ "desc": "You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.", "target_type": "creature", "range": "Touch", @@ -3934,7 +3934,7 @@ "desc": "You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.", "target_type": "point", "range": "120 feet", @@ -3965,7 +3965,7 @@ "desc": "You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell. In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.", "document": "srd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4030,7 +4030,7 @@ "desc": "You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends.", "document": "srd", "level": 9, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4061,7 +4061,7 @@ "desc": "You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4125,7 +4125,7 @@ "desc": "You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4156,7 +4156,7 @@ "desc": "You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.", "document": "srd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4187,7 +4187,7 @@ "desc": "You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.", "document": "srd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.", "target_type": "creature", "range": "60 feet", @@ -4220,7 +4220,7 @@ "desc": "You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.", "document": "srd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4251,7 +4251,7 @@ "desc": "You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion. Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement. A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it. The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4282,7 +4282,7 @@ "desc": "Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.", "document": "srd", "level": 8, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -4313,7 +4313,7 @@ "desc": "An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.", "document": "srd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.", "target_type": "creature", "range": "Self", @@ -4344,7 +4344,7 @@ "desc": "When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.\n\n**Explosive Runes.** When triggered, the glyph erupts with magical energy in a 20-­foot-­radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.\n\n**Spell Glyph.** You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.", "target_type": "creature", "range": "Touch", @@ -4381,7 +4381,7 @@ "desc": "Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4412,7 +4412,7 @@ "desc": "Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a dexterity saving throw or fall prone.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -4443,7 +4443,7 @@ "desc": "You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.", "document": "srd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4474,7 +4474,7 @@ "desc": "You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: \n- One effect that charmed or petrified the target \n- One curse, including the target's attunement to a cursed magic item \n- Any reduction to one of the target's ability scores \n- One effect reducing the target's hit point maximum", "document": "srd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4505,7 +4505,7 @@ "desc": "A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4538,7 +4538,7 @@ "desc": "You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell. When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area.\n\n**Corridors.** Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.\n\n**Doors.** All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall\n\n **Stairs.** Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.\n\n**Other Spell Effect.** You can place your choice of one of the following magical effects within the warded area of the stronghold. \n- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts. \n- Place magic mouth in two locations. \n- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. \n- Place a constant gust of wind in one corridor or room. \n- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally. The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect. You can create a permanently guarded and warded structure by casting this spell there every day for one year.", "document": "srd", "level": 6, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "area", "range": "Touch", @@ -4569,7 +4569,7 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.", "document": "srd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4695,7 +4695,7 @@ "desc": "You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.\n\nThe tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.", "document": "srd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "300 feet", @@ -4726,7 +4726,7 @@ "desc": "You unleash a virulent disease on a creature that you can see within range. The target must make a constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -4759,7 +4759,7 @@ "desc": "Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4852,7 +4852,7 @@ "desc": "Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.", "target_type": "object", "range": "60 feet", @@ -4918,7 +4918,7 @@ "desc": "You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -4949,7 +4949,7 @@ "desc": "A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -4980,7 +4980,7 @@ "desc": "A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another wisdom saving throw. The target had advantage on the saving throw if it's triggered by damage. On a success, the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5011,7 +5011,7 @@ "desc": "Choose a creature you can see within range. The target must make a saving throw of Wisdom or be paralyzed for the duration of the spell. This spell has no effect against the undead. At the end of each round, the target can make a new saving throw of Wisdom. If successful, the spell ends for the creature.", "document": "srd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a level 6 or higher location, you can target an additional creature for each level of location beyond the fifth. The creatures must be within 30 feet o f each other when you target them.", "target_type": "creature", "range": "90 feet", @@ -5042,7 +5042,7 @@ "desc": "Choose a humanoid that you can see within range. The target must succeed on a wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another wisdom saving throw. On a success, the spell ends on the target.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.", "target_type": "creature", "range": "60 feet", @@ -5073,7 +5073,7 @@ "desc": "Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a constitution saving throw or be blinded until the spell ends.", "document": "srd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5104,7 +5104,7 @@ "desc": "You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": " When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.", "target_type": "creature", "range": "90 feet", @@ -5135,7 +5135,7 @@ "desc": "You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.", "document": "srd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -5199,7 +5199,7 @@ "desc": "You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5230,7 +5230,7 @@ "desc": "You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.", "document": "srd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5261,7 +5261,7 @@ "desc": "You create a magical restraint to hold a creature that you can see within range. The target must succeed on a wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment.\n\n**Burial.** The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb.\n\n**Chaining.** Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can't move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal.\n\n**Hedged Prison.** The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade.\n\n**Minimus Containment.** The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.\n\n**Slumber.** The target falls asleep and can't be awoken. The special component for this version of the spell consists of rare soporific herbs.\n\n**Ending the Spell.** During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature's name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.", "document": "srd", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5292,7 +5292,7 @@ "desc": "A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.", "document": "srd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -5325,7 +5325,7 @@ "desc": "Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.", "document": "srd", "level": 1, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.", "target_type": "creature", "range": "Touch", @@ -5358,7 +5358,7 @@ "desc": "Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere's area is difficult terrain. When the area appears, each creature in it must make a constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell's area for the first time on a turn or ends its turn there.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.", "target_type": "point", "range": "300 feet", @@ -5391,7 +5391,7 @@ "desc": "You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire. At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment. Dispel magic or a similar effect successfully applied to the sapphire ends this spell's effect.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -5422,7 +5422,7 @@ "desc": "A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.", "target_type": "creature", "range": "Touch", @@ -5453,7 +5453,7 @@ "desc": "Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a wisdom saving throw to regain control of itself. On a successful save, the spell ends.", "document": "srd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -5484,7 +5484,7 @@ "desc": "You touch a creature. The creature's jump distance is tripled until the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5515,7 +5515,7 @@ "desc": "Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -5546,7 +5546,7 @@ "desc": "Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: \"Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.\"", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Self", @@ -5577,7 +5577,7 @@ "desc": "You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5608,7 +5608,7 @@ "desc": "One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -5703,7 +5703,7 @@ "desc": "Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5734,7 +5734,7 @@ "desc": "Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close-within 30 feet-at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.", "document": "srd", "level": 4, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5765,7 +5765,7 @@ "desc": "Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close-within 30 feet-at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "object", "range": "Self", @@ -5796,7 +5796,7 @@ "desc": "You touch a creature. The target's speed increases by 10 feet until the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each spell slot above 1st.", "target_type": "creature", "range": "Touch", @@ -5827,7 +5827,7 @@ "desc": "You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -5858,7 +5858,7 @@ "desc": "A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.", "document": "srd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -5889,7 +5889,7 @@ "desc": "You create a 10-­--foot-­--radius, 20-­--foot-­--tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: \n- The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a charisma saving throw. \n- The creature has disadvantage on attack rolls against targets within the cylinder. \n- Targets within the cylinder can't be charmed, frightened, or possessed by the creature.\nWhen you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.", "target_type": "point", "range": "10 feet", @@ -5920,7 +5920,7 @@ "desc": "Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.", "document": "srd", "level": 6, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Self", @@ -5982,7 +5982,7 @@ "desc": "You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6013,7 +6013,7 @@ "desc": "You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.", "target_type": "object", "range": "Touch", @@ -6044,7 +6044,7 @@ "desc": "You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.", "document": "srd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "300 feet", @@ -6075,7 +6075,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.", "document": "srd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.", "target_type": "object", "range": "120 feet", @@ -6106,7 +6106,7 @@ "desc": "A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.", "target_type": "point", "range": "60 feet", @@ -6137,7 +6137,7 @@ "desc": "A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.", "document": "srd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6199,7 +6199,7 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.", "document": "srd", "level": 6, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.", "target_type": "creature", "range": "60 feet", @@ -6230,7 +6230,7 @@ "desc": "You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.", "document": "srd", "level": 8, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6261,7 +6261,7 @@ "desc": "You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6292,7 +6292,7 @@ "desc": "This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -6323,7 +6323,7 @@ "desc": "You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -6387,7 +6387,7 @@ "desc": "Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.", "document": "srd", "level": 8, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6418,7 +6418,7 @@ "desc": "You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.", "document": "srd", "level": 0, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "30 feet", @@ -6449,7 +6449,7 @@ "desc": "You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.", "document": "srd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "area", "range": "Sight", @@ -6480,7 +6480,7 @@ "desc": "Three illusionary duplicates of yourself appear in your space. Until the end of the spell, duplicates move with you and imitate your actions, swapping their position so that it is impossible to determine which image is real. You can use your action to dispel the illusory duplicates. Whenever a creature is targeting you with an attack during the duration of the spell, roll 1d20 to determine if the attack does not target rather one of your duplicates. If you have three duplicates, you need 6 or more on your throw to lead the target of the attack to a duplicate. With two duplicates, you need 8 or more. With one duplicate, you need 11 or more. The CA of a duplicate is 10 + your Dexterity modifier. If an attack hits a duplicate, it is destroyed. A duplicate may be destroyed not just an attack on key. It ignores other damage and effects. The spell ends if the three duplicates are destroyed. A creature is unaffected by this fate if she can not see if it relies on a different meaning as vision, such as blind vision, or if it can perceive illusions as false, as with clear vision.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6511,7 +6511,7 @@ "desc": "You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.", "document": "srd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6542,7 +6542,7 @@ "desc": "Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.", "document": "srd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6573,7 +6573,7 @@ "desc": "You attempt to reshape another creature's memories. One creature that you can see must make a wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory.", "document": "srd", "level": 5, - "school": "evocation", + "school": "enchantment", "higher_level": "If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).", "target_type": "creature", "range": "30 feet", @@ -6637,7 +6637,7 @@ "desc": "Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.", "document": "srd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "120 feet", @@ -6668,7 +6668,7 @@ "desc": "For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6699,7 +6699,7 @@ "desc": "A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -6730,7 +6730,7 @@ "desc": "A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -6761,7 +6761,7 @@ "desc": "You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target's turns before the spell ends, the target must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.", "document": "srd", "level": 4, - "school": "evocation", + "school": "illusion", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.", "target_type": "creature", "range": "120 feet", @@ -6792,7 +6792,7 @@ "desc": "A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.", "document": "srd", "level": 3, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -6823,7 +6823,7 @@ "desc": "You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -6854,7 +6854,7 @@ "desc": "With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.", "document": "srd", "level": 5, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.", "target_type": "creature", "range": "60 feet", @@ -6885,7 +6885,7 @@ "desc": "You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.", "document": "srd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -6916,7 +6916,7 @@ "desc": "This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "150 feet", @@ -6947,7 +6947,7 @@ "desc": "You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.", "document": "srd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).", "target_type": "creature", "range": "10 feet", @@ -6978,7 +6978,7 @@ "desc": "This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7009,7 +7009,7 @@ "desc": "You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.", "document": "srd", "level": 9, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7040,7 +7040,7 @@ "desc": "You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.", "document": "srd", "level": 8, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7102,7 +7102,7 @@ "desc": "This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within 'range': \n- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. \n- You instantaneously light or snuff out a candle, a torch, or a small campfire. \n- You instantaneously clean or soil an object no larger than 1 cubic foot. \n- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. \n- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. \n- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. \nIf you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "10 feet", @@ -7166,7 +7166,7 @@ "desc": "A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it.\n\n**1. Red.** The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it.\n\n**2. Orange.** The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind.\n\n**3. Yellow.** The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it.\n\n**4. Green.** The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer.\n\n**5. Blue.** The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it.\n\n**6. Indigo.** On a failed save, the creature is restrained. It must then make a constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level.\n\n**7. Violet.** On a failed save, the creature is blinded. It must then make a wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.", "document": "srd", "level": 9, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -7199,7 +7199,7 @@ "desc": "You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: \n- Sound can't pass through the barrier at the edge of the warded area. \n- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. \n- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter. \n- Creatures in the area can't be targeted by divination spells. \n- Nothing can teleport into or out of the warded area. \n- Planar travel is blocked within the warded area. \nCasting this spell on the same spot every day for a year makes this effect permanent.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.", "target_type": "area", "range": "120 feet", @@ -7230,7 +7230,7 @@ "desc": "A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.", "document": "srd", "level": 0, - "school": "evocation", + "school": "conjuration", "higher_level": "This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).", "target_type": "creature", "range": "Self", @@ -7263,7 +7263,7 @@ "desc": "You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "document": "srd", "level": 6, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "120 feet", @@ -7294,7 +7294,7 @@ "desc": "You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.", "document": "srd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "500 miles", @@ -7325,7 +7325,7 @@ "desc": "For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7356,7 +7356,7 @@ "desc": "Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7387,7 +7387,7 @@ "desc": "You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7418,7 +7418,7 @@ "desc": "All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.", "document": "srd", "level": 1, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "10 feet", @@ -7449,7 +7449,7 @@ "desc": "You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival-its head, for instance-the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.", "document": "srd", "level": 5, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7480,7 +7480,7 @@ "desc": "A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a constitution saving throw against the spell. On a success, the spell ends.", "document": "srd", "level": 2, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -7544,7 +7544,7 @@ "desc": "You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.", "document": "srd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7575,7 +7575,7 @@ "desc": "You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d 100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.\n\n**01-04** Dragonborn **05-13** Dwarf, hill **14-21** Dwarf, mountain **22-25** Elf, dark **26-34** Elf, high **35-42** Elf, wood **43-46** Gnome, forest **47-52** Gnome, rock **53-56** Half-elf **57-60** Half-orc **61-68** Halfling, lightfoot **69-76** Halfling, stout **77-96** Human **97-00** Tiefling \nThe reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7606,7 +7606,7 @@ "desc": "At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.", "document": "srd", "level": 3, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7668,7 +7668,7 @@ "desc": "You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.", "document": "srd", "level": 0, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7699,7 +7699,7 @@ "desc": "You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.", "document": "srd", "level": 7, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7730,7 +7730,7 @@ "desc": "This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.", "document": "srd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "100 feet", @@ -7761,7 +7761,7 @@ "desc": "You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7792,7 +7792,7 @@ "desc": "You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -7854,7 +7854,7 @@ "desc": "You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -7918,7 +7918,7 @@ "desc": "You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.\n\n**Knowledge & Save Modifier** Secondhand (you have heard of the target) +5 Firsthand (you have met the target) +0 Familiar (you know the target well) -5 **Connection & Save Modifier** Likeness or picture -2 Possession or garment -4 Body part, lock of hair, bit of nail, or the like -10 \nOn a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -7949,7 +7949,7 @@ "desc": "You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.", "document": "srd", "level": 4, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -7980,7 +7980,7 @@ "desc": "For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal. The ethereal objects and creatures appear ghostly translucent.", "document": "srd", "level": 2, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8011,7 +8011,7 @@ "desc": "This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.", "document": "srd", "level": 5, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8073,7 +8073,7 @@ "desc": "By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include \"after 1,000 years\" or \"when the tarrasque awakens.\" This spell also ends if the target takes any damage.", "document": "srd", "level": 7, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8104,7 +8104,7 @@ "desc": "You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.", "document": "srd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8168,7 +8168,7 @@ "desc": "An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8199,7 +8199,7 @@ "desc": "A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.", "document": "srd", "level": 1, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -8230,7 +8230,7 @@ "desc": "The wood of a club or a quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8294,7 +8294,7 @@ "desc": "For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.", "document": "srd", "level": 2, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "point", "range": "120 feet", @@ -8325,7 +8325,7 @@ "desc": "You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.", "document": "srd", "level": 1, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "object", "range": "60 feet", @@ -8356,7 +8356,7 @@ "desc": "You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.", "document": "srd", "level": 7, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8387,7 +8387,7 @@ "desc": "This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.", "document": "srd", "level": 1, - "school": "evocation", + "school": "enchantment", "higher_level": "When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.", "target_type": "creature", "range": "90 feet", @@ -8418,7 +8418,7 @@ "desc": "Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell's area, the creature must make a successful constitution saving throw against your spell save DC or lose concentration.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -8449,7 +8449,7 @@ "desc": "You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. A creature affected by this spell makes another wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -8480,7 +8480,7 @@ "desc": "You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.", "document": "srd", "level": 0, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8511,7 +8511,7 @@ "desc": "You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.", "document": "srd", "level": 1, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Self", @@ -8542,7 +8542,7 @@ "desc": "You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.", "document": "srd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -8573,7 +8573,7 @@ "desc": "You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "area", "range": "Self", @@ -8604,7 +8604,7 @@ "desc": "Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8635,7 +8635,7 @@ "desc": "The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The development of land is camouflaged to look natural. Any creature that does not see the area when the spell is spell casts must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.", "document": "srd", "level": 2, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "150 feet", @@ -8668,7 +8668,7 @@ "desc": "You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -8732,7 +8732,7 @@ "desc": "You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.", "document": "srd", "level": 3, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "90 feet", @@ -8763,7 +8763,7 @@ "desc": "You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.", "document": "srd", "level": 4, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8794,7 +8794,7 @@ "desc": "This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.", "document": "srd", "level": 4, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -8825,7 +8825,7 @@ "desc": "A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional effects on your turn.\n\n**Round 2.** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.\n\n**Round 3.** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.\n\n**Round 4.** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.\n\n**Round 5-10.** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.", "document": "srd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "Sight", @@ -8858,7 +8858,7 @@ "desc": "You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed. If you or any of your companions damage the target, the spell ends.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -8955,7 +8955,7 @@ "desc": "When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph. You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.\n\n**Death.** Each target must make a constitution saving throw, taking 10d 10 necrotic damage on a failed save, or half as much damage on a successful save\n\n **Discord.** Each target must make a constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.\n\n**Fear.** Each target must make a wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.\n\n**Hopelessness.** Each target must make a charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.\n\n**Insanity.** Each target must make an intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.\n\n**Pain.** Each target must make a constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.\n\n**Sleep.** Each target must make a wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.\n\n**Stunning.** Each target must make a wisdom saving throw and becomes stunned for 1 minute on a failed save.", "document": "srd", "level": 7, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "object", "range": "Touch", @@ -8986,7 +8986,7 @@ "desc": "You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.\n\n**Creature.** You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.\n\n**Object.** You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.", "document": "srd", "level": 5, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "60 feet", @@ -9017,7 +9017,7 @@ "desc": "You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.", "document": "srd", "level": 5, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9048,7 +9048,7 @@ "desc": "This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.\n\n**Familiarity.** \"Permanent circle\" means a permanent teleportation circle whose sigil sequence you know. \"Associated object\" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. \"Very familiar\" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. \"Seen casually\" is someplace you have seen more than once but with which you aren't very familiar. \"Viewed once\" is a place you have seen once, possibly using magic. \"Description\" is a place whose location and appearance you know through someone else's description, perhaps from a map. \"False destination\" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.\n\n**On Target.** You and your group (or the target object) appear where you want to.\n\n**Off Target.** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The GM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.\n\n**Similar Area.** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.\n\n**Mishap.** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).", "document": "srd", "level": 7, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -9081,7 +9081,7 @@ "desc": "As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence-a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -9112,7 +9112,7 @@ "desc": "You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. \n- Your voice booms up to three times as loud as normal for 1 minute. \n- You cause flames to flicker, brighten, dim, or change color for 1 minute. \n- You cause harmless tremors in the ground for 1 minute. \n- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. \n- You instantaneously cause an unlocked door or window to fly open or slam shut. \n- You alter the appearance of your eyes for 1 minute. \nIf you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.", "document": "srd", "level": 0, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -9176,7 +9176,7 @@ "desc": "You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.", "document": "srd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9238,7 +9238,7 @@ "desc": "This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.", "document": "srd", "level": 3, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9269,7 +9269,7 @@ "desc": "This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "10 feet", @@ -9300,7 +9300,7 @@ "desc": "You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability once per round for the duration. You must end each turn outside a tree.", "document": "srd", "level": 5, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9331,7 +9331,7 @@ "desc": "Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled. This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.\n\n**Creature into Creature.** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.\n\n**Object into Creature.** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.\n\n **Creature into Object.** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.", "document": "srd", "level": 9, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9362,7 +9362,7 @@ "desc": "You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.", "document": "srd", "level": 9, - "school": "evocation", + "school": "necromancy", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9393,7 +9393,7 @@ "desc": "This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.", "document": "srd", "level": 6, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9424,7 +9424,7 @@ "desc": "You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.", "document": "srd", "level": 0, - "school": "evocation", + "school": "divination", "higher_level": "", "target_type": "point", "range": "30 feet", @@ -9455,7 +9455,7 @@ "desc": "This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wind. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.", "document": "srd", "level": 1, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -9486,7 +9486,7 @@ "desc": "The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.", "document": "srd", "level": 3, - "school": "evocation", + "school": "necromancy", "higher_level": "When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.", "target_type": "creature", "range": "Self", @@ -9519,7 +9519,7 @@ "desc": "You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.", "document": "srd", "level": 0, - "school": "evocation", + "school": "enchantment", "higher_level": "This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).", "target_type": "creature", "range": "60 feet", @@ -9678,7 +9678,7 @@ "desc": "You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.", "target_type": "creature", "range": "120 feet", @@ -9711,7 +9711,7 @@ "desc": "This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.", "document": "srd", "level": 2, - "school": "evocation", + "school": "abjuration", "higher_level": "", "target_type": "creature", "range": "Touch", @@ -9742,7 +9742,7 @@ "desc": "This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9773,7 +9773,7 @@ "desc": "This spell grants the ability to move across any liquid surface-such as water, acid, mud, snow, quicksand, or lava-as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.", "document": "srd", "level": 3, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9804,7 +9804,7 @@ "desc": "You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.", "document": "srd", "level": 2, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "point", "range": "60 feet", @@ -9835,7 +9835,7 @@ "desc": "Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the start of each of the frightened creature's turns, it must succeed on a wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.", "document": "srd", "level": 9, - "school": "evocation", + "school": "illusion", "higher_level": "", "target_type": "creature", "range": "120 feet", @@ -9866,7 +9866,7 @@ "desc": "You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation. If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.", "document": "srd", "level": 6, - "school": "evocation", + "school": "transmutation", "higher_level": "", "target_type": "creature", "range": "30 feet", @@ -9930,7 +9930,7 @@ "desc": "Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: \n- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground. \n- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell. \n- You grant up to ten creatures you can see resistance to a damage type you choose. \n- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack. \n- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll. \nYou might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner. The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.", "document": "srd", "level": 9, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "Self", @@ -9961,7 +9961,7 @@ "desc": "You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn't dedicated to your deity, the spell has no effect.", "document": "srd", "level": 6, - "school": "evocation", + "school": "conjuration", "higher_level": "", "target_type": "creature", "range": "5 feet", @@ -9992,7 +9992,7 @@ "desc": "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the fate and can avoid answering questions she would normally have responded with a lie. Such a creature can remain evasive in his answers as they remain within the limits of truth.", "document": "srd", "level": 2, - "school": "evocation", + "school": "enchantment", "higher_level": "", "target_type": "point", "range": "60 feet", diff --git a/scripts/data_manipulation/remapschool.py b/scripts/data_manipulation/remapschool.py index 46819021..c2631b03 100644 --- a/scripts/data_manipulation/remapschool.py +++ b/scripts/data_manipulation/remapschool.py @@ -1,3 +1,4 @@ +from api import models as v1 from api_v2 import models as v2 @@ -7,11 +8,12 @@ def remapschool(): print("REMAPPING RARITY FOR ITEMS") for spell in v2.Spell.objects.all(): - for ss in v2.SpellSchool.objects.all(): - if spell.school_old == ss.key: - mapped_s = ss - - print("key:{} size_int:{} mapped_size:{}".format(spell.key,spell.school_old,mapped_s.name)) - spell.school = ss - spell.school.save() + spell_v1 = v1.Spell.objects.filter(slug=spell.key).first() + + print("key:{} v2school:{} v1school:{}".format(spell.key,spell.school,spell_v1.school)) + + spell.school = v2.SpellSchool.objects.get(key=spell_v1.school.lower()) + spell.save() + #spell.school = ss + #spell.school.save()